{"name":"Revised Ranger W\/ Preferred UA Class Substitutions","overview":"This is my preferred version of the ranger class. It contains revised ranger with substitutions from the recent unearthed arcana.","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier ","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per level after 1st","armorproficiencies":"Light Armor, Medium Armor, Shields ","weaponproficiences":"Simple Weapons, Martial Weapons","tools":"","savingthrows":"Strength, Dexterity","skills":"Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\u2022 (a) scale mail or (b) leather armor\r\n\u2022 (a) two shortswords or (b) two simple melee weapons\r\n\u2022 (a) a dungeoneer's pack or (b) an explorer's pack\r\n\u2022 A longbow and a quiver of 20 arrows","spellcasting":"Spellcasting\r\nTo cast a spell, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nSpells Known of 1st Level and Higher\r\nThe Spells Known column of the Ranger table shows how many ranger spells of your choice that you know. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.\r\nAdditionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.\r\n\r\nSpellcasting Ability\r\nWisdom is your spellcasting ability for your ranger spells.\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier.\r\n\r\nFocus\r\nYou may use a Druidic Focus.\r\n\r\nRanger Spell List\r\n\r\nCantrips (if druidic Warrior)\u00a0| Control Flames, Create Bonfire, Druidcraft, Frostbite, Guidance, Gust, Infestation, Magic Stone, Mending, Mold Earth, Poison Spray, Primal Savagery, Produce Flames, Resistance, Shape Water, Shillelagh, Thorn Whip, Thunderclap\r\n\r\n1st lvl spells | Absorb Elements, Alarm, Animal Friendship, Beast Bond, Cure Wounds, Detect Magic, Detect poison and disease, Ensnaring Strike, Entangle, Fog Cloud, Goodberry, Hail of Thorns, Hunter's Mark, Jump, Longstrider, Searing Smite, Snare, Speak with Animals, Zephyr Strike\r\n\r\n2nd lvl spells\u00a0| Aid, Animal Messanger, Barkskin, Beast Sense, Cordon of Arrows, Darkvision, Enhance Ability,\u00a0 Find Traps, Gust of Wind, Healing Spirit, Lesser Restoration, Locate Plants and Animals, Locate Object, Magic Weapon, Pass Without Trace, Protection From Poison, Silence, Spike Growth, Warding Bond\r\n\r\n3rd lvl spells\u00a0| Blinding Smite, Conjure Animals, Conjure Barrage, Daylight, Flame Arrows, Lightning Arrow, Meld into Stone, Nondetection, Plant Growth, Protection from Energy, Revivify, Speak with Plants, Tongues, Water Breathing, Water Walk, Wind Wall\r\n\r\n4th lvl spells\u00a0| Conjure Woodland Beings, Death Ward, Dominate Beast, Freedom of Movement, Grasping Vine, Guardian of Nature, Locate Creature, Stoneskin\r\n\r\n5th lvl spells\u00a0| Awaken, Commune with Nature, Conjure Volley, Greater Restoration, Steel Wind Strike, Swift Quiver, Tree Stride, Wrath of Nature","features":"Favored Enemy\r\nBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.\r\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\nWhen 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.\r\n\r\nDeft Explorer\r\n1st-level ranger feature (replaces Natural\u00a0Explorer)\r\nYou are an unsurpassed explorer and survivor.\u00a0Choose one of the following benefits, and then\u00a0choose another one at 6th and 10th level.\r\nCanny\r\nChoose one skill: Animal Handling, Athletics,\u00a0History, Insight, Investigation, Medicine, Nature,\u00a0Perception, Stealth, or Survival. You gain\r\nproficiency in the chosen skill if you don\u2019t\u00a0already have it, and you can add double your\u00a0proficiency bonus to ability checks using that\u00a0skill.\r\nIn addition, thanks to your extensive\u00a0wandering, you are able to speak, read, and\u00a0write two languages of your choice.\r\nRoving\r\nYour walking speed increases by 5, and you gain\u00a0a climbing speed and a swimming speed equal to\u00a0your walking speed.\r\nTireless\r\nAs an action, you can give yourself a number of\u00a0temporary hit points equal to 1d10 + your\u00a0Wisdom modifier. You can use this special action\r\na number of times equal to your Wisdom\u00a0modifier (a minimum of once), and you regain all\u00a0expended uses when you finish a long rest.\r\nIn addition, whenever you finish a short rest,\u00a0your exhaustion level, if any, is decreased by 1.\r\nFighting Style\r\n\r\nAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\nPrimeval Awareness\r\nBeginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\r\nYou have an innate 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 as an action, 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 (such as food or safety), and actions you can take (if any) to persuade it to not attack.\r\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\r\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures\u2019 general direction and distance (in miles) from you.\r\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.\r\n\r\nAbility Score Improvement\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nGreater Favored Enemy\r\nAt 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\r\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.\r\n\r\nFleet of Foot\r\nBeginning at 8th level, you can use the Dash action as a bonus action on your turn.\r\n\r\nFade Away\r\n10th-level ranger feature (replaces Hide in Plain\u00a0Sight)\r\nYou can use a bonus action to magically become\u00a0invisible, along with any equipment you are\u00a0wearing or carrying, until the start of your next\r\nturn.\u00a0Once you use this feature, you can\u2019t use it again\u00a0until you finish a short or long rest.\r\n\r\nVanish\r\n\r\nStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.\r\n\r\nFeral Senses\r\nAt 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\r\n\r\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.\r\n\r\nFoe Slayer\r\n\r\nAt 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.","subclasses":"Ranger Conclave\r\nAt 3rd level, you choose to emulate the ideals and training of a ranger conclave:\r\n\r\nBeast Master\r\n\r\nAnimal Companion\r\nAt 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.\r\nWith 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select 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.\r\nAt the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion\u2019s Bond ability. You can have only one animal companion at a time.\r\nIf your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion\u2019s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.\r\nIf you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.\r\n\r\nCompanion's Bond\r\nYour animal companion gains a variety of benefits while it is linked to you.\r\nThe animal companion loses its Multiattack action, if it has one.\r\nThe companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.\r\nYour animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.\r\nYour animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.\r\nFor each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.\r\nWhenever you gain the Ability Score Improvement class feature, your companion\u2019s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can\u2019t increase an ability score above 20 using this feature unless its description specifies otherwise.\r\nYour animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.\r\n\r\nBeast's Defense\r\nAt 7th level, while your companion can see you, it has advantage on all saving throws.\r\n\r\nStorm of Claws and Fangs\r\nAt 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.\r\n\r\nSuperior Beast's Defense\r\nAt 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack\u2019s damage against it.\r\n\r\nGloom Stalker Conclave\r\n\r\nGloom Stalker Magic\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n\r\nGloom Stalker Spells\r\nRanger Level Spells\r\n3rd Disguise Self\r\n5th Rope Trick\r\n9th Fear\r\n13th Greater Invisibility\r\n17th Seeming\r\n\r\nDread Ambusher\r\nAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.\r\n\r\nAt the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.\r\n\r\nUmbral Sight\r\nAt 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.\r\n\r\nYou are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.\r\n\r\nIron Mind\r\nBy 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\r\n\r\nStalker's Flurry\r\nAt 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.\r\n\r\nShadowy Dodge\r\nStarting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.\r\n\r\nHorizon Walker Conclave\r\n\r\nHorizon Walker Magic\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn\u2019t count against the number of ranger spells you know.\r\n\r\nHorizon Walker Spells\r\nRanger Level Spells\r\n3rd Protection from Evil and Good\r\n5th Misty Step\r\n9th Haste\r\n13th Banishment\r\n17th Teleportation Circle\r\n\r\nDetect Portal\r\nAt 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\nSee the \"Planar Travel\" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.\r\n\r\nPlanar Warrior\r\nAt 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.\r\n\r\nAs a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.\r\n\r\nEthereal Step\r\nAt 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\nDistant Strike\r\nAt 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.\r\n\r\nIf you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.\r\n\r\nSpectral Defense\r\nAt 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.\r\n\r\nHunter Conclave\r\n\r\nHunter's Prey\r\nAt 3rd level, you gain one of the following features of your choice.\r\n\r\nColossus Slayer\r\nYour tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it\u2019s below its hit point maximum. You can deal this extra damage only once per turn.\r\n\r\nGiant Killer\r\nWhen a Large or larger creature within 5 feet of you 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.\r\n\r\nHorde Breaker\r\nOnce 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 within 5 feet of the original target and within range of your weapon.\r\n\r\nDefensive Tactics\r\nAt 7th level, you gain one of the following features of your choice.\r\n\r\nEscape the Horde\r\nOpportunity attacks against you are made with disadvantage.\r\n\r\nMultiattack Defense\r\nWhen 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.\r\n\r\nSteel Will\r\nYou have advantage on saving throws against being frightened.\r\n\r\nMultiattack\r\nAt 11th level, you gain one of the following features of your choice.\r\n\r\nVolley\r\nYou can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon\u2019s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target\r\n\r\nWhirlwind Attack\r\nYou can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.\r\n\r\nSuperior Hunter's Defense\r\nAt 15th level, you gain one of the following features of your choice.\r\n\r\nEvasion\r\nWhen you are subjected to an effect, such as a red dragon\u2019s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail\r\n\r\nStand Against the Tide\r\nWhen 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.\r\n\r\nUncanny Dodge\r\nWhen an attacker that you can see hits you with an attack, you can use your reaction to halve the attack\u2019s damage against you.\r\n\r\nMonster Slayer Conclave\r\n\r\nMonster Slayer Magic\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n\r\nMonster Slayer Spells\r\nRanger Level Spells\r\n3rd Protection from Evil and Good\r\n5th Zone of Truth\r\n9th Magic Circle\r\n13th Banishment\r\n17th Hold Monster\r\nHunter's Sense\r\nAt 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.\r\n\r\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.\r\n\r\nSlayer's Prey\r\nStarting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.\r\n\r\nThis benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.\r\n\r\nSupernatural Defense\r\nAt 7th level, you gain extra resilience against your prey\u2019s assaults on your mind and body. Whenever the target of your Slayer\u2019s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.\r\n\r\nMagic-User's Nemesis\r\nAt 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\nSlayer's Counter\r\nAt 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer\u2019s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack\u2019s normal effects.\r\n\r\nPrimeval Guardian Conclave\r\n\r\nGuardian Magic\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn\u2019t count against the number of ranger spells you know.\r\n\r\nPrimeval Guardian Spells\r\nRanger Level Spells\r\n3rd Entangle\r\n5th Enhance Ability\r\n9th Conjure Animals\r\n13th Giant Insect\r\n17th Insect Plague\r\n\r\nGuardian Soul\r\nStarting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.\r\n\r\nYou undergo the following changes while in your guardian form:\r\n\r\n\u2022 Your size becomes Large, unless you were larger.\r\n\r\n\u2022 Any speed you have becomes 5 feet, unless the speed was lower.\r\n\r\n\u2022 Your reach increases by 5 feet.\r\n\r\n\u2022 You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.\r\n\r\nPiercing Thorns\r\nAt 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.\r\n\r\nAncient Fortitude\r\nAt 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum\r\n\r\nRooted Defense\r\nAt 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.\r\n\r\nGuardian Aura\r\nStarting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.","tabledata":"LVL | Prof Bonus | Features | Favored Enemies | Spells Known | 1st | 2nd | 3rd | 4th | 5th\r\n1 | +2 | Favored Enemy, Deft Explorer | 1 | - | - | - | -| - | - \r\n2 | +2 | Fighting Style, Spellcasting | 1 | 2 | 2 | - | -| - | - \r\n3 | +2 | Primeval Awareness, Ranger Conclave | 1 | 3 | 3 | - | -| - | - \r\n4 | +2 | Ability Score Improvement | 1 | 3 | 3 | - | -| - | - \r\n5 | +3 | Extra Attack | 1 | 4 | 4 | 2 | -| - | -\r\n6 | +3 | Greater Favored Enemy, Deft Explorer 2 | 2 | 4 | 4 | 2 | -| - | -\r\n7 | +3 | Conclave Feature | 2 | 5 | 4 | 3 | -| - | -\r\n8 | +3 | Ability Score Increase, Fleet of Foot | 2 | 5 | 4 | 3 | -| - | -\r\n9 | +4 |\u00a0 | 2 | 6 | 4 | 3 | 2| - | -\r\n10 | +4 | Fade Away, Deft Explorer 3 | 2 | 6 | 4 | 3 | 2| - | -\r\n11 | +4 | Ranger Conclave Feature\u00a0 | 2 | 7 | 4 | 3 | 3| - | -\r\n12 | +4 | Ability Score Increase\u00a0 | 2 | 7 | 4 | 3 | 3 | - | -\r\n13 | +5 |\u00a0 | 2 | 8 | 4 | 3 | 3 | 1 | -\r\n14 | +5 | Vanish | 3 | 8 | 4 | 3 | 3 | 1 | -\r\n15 | +5 | Ranger conclave Feature | 3 | 9 | 4 | 3 | 3 | 2 | -\r\n16 | +5 | Ability Score Increase | 3 | 9 | 4 | 3 | 3 | 2 | -\r\n17 | +6 |\u00a0 | 3 | 10 | 4 | 3 | 3 | 3 | 1\r\n18 | +6 | Feral Senses | 3 | 10 | 4 | 3 | 3 | 3 | 1\r\n19 | +6 | Ability Score Increase | 3 | 11 | 4 | 3 | 3 | 3 | 2\r\n20 | +6 | Foe Slayer | 3 | 11 | 4 | 3 | 3 | 3 | 2\r\n[br]\r\n|Fighting Style | Effect\r\n|Archery | You gain a +2 bonus to attack rolls you make with ranged weapons.\r\n|Blind Fighting | Being unable to see a creature doesn\u2019t impose\u00a0disadvantage on your attack rolls against it,\u00a0provided the creature isn\u2019t hidden from you.\r\n|Defense | While you are wearing armor, you gain a +1 bonus to AC.\r\n|Druidic Warrior | You learn two cantrips of your choice from the\u00a0druid spell list. They count as ranger spells for\u00a0you, and Wisdom is your spellcasting ability for\u00a0them. Whenever you gain a level in this class,\u00a0you can replace one of these cantrips with\u00a0another cantrip from the druid spell list.\r\n|Interception | When a creature you can see hits a target that is\u00a0within 5 feet of you with an attack, you can use\u00a0your reaction to reduce the damage the target\u00a0takes by 1d10 + your proficiency bonus (to a\u00a0minimum of 0 damage). You must be wielding a\u00a0shield or a simple or martial weapon to use this\u00a0reaction.\r\n|Thrown Weapon Fighting | You can draw a weapon that has the thrown\u00a0property as part of the attack you make with the\u00a0weapon.\u00a0In addition, when you hit with a ranged attack\u00a0using a thrown weapon, you gain a +1 bonus to\u00a0the damage roll.\r\n|Tunnel Fighter | You can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.\r\n|Two-Weapon Fighting | When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n|Unarmed Fighting | Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a\u00a0d8.\u00a0When you successfully start a grapple, you can\u00a0deal 1d4 bludgeoning damage to the grappled\u00a0creature. Until the grapple ends, you can also\u00a0deal this damage to the creature whenever you\u00a0hit it with a melee attack.","tags":"","templateId":"25","blockId":"270354","isShared":"on"}