{"name":"Ranger ","overview":"Warriors of the wilderness, rangers specialize in hunting the m onsters that threaten the edges of civilization\u2014humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.\r\n\r\n[h2]The Ranger[\/h2]\r\n[right][b][i]-Spell Slots per Spell Level-[\/i][\/b][\/right]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[th]Spells Known[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[th]5th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Favored Enemy, Natural Explorer[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Fighting Style, Spellcasting[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Primeval Awareness, Ranger Conclave[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Extra Attack[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Favored Enemy & Natural Explorer Improvements[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Ranger Conclave Feature[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement, Fleet of Foot[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]-[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Natural Explorer Improvement, Hide in Plain Sight[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Ranger Conclave Feature[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]-[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Favoured Enemy Improvement, Vanish[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Ranger Conclave Feature[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]-[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Feral Senses[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Foe Slayer[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[\/table]\r\n","hitdice":"d10","hitpointsfirstlevel":"10 +\tyour\tConstitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per fighter level after 1st","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","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[ul]\r\n[li](a) scale mail or (b) leather armor[\/li]\r\n[li](a) two shortswords or (b) two simple melee weapons[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[li]A longbow and a quiver of 20 arrows[\/li]\r\n[\/ul]\r\n","spellcasting":"By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.\r\n[h3]Spell Slots[\/h3]\r\nThe Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.\r\n[h3]Spells Known of 1st Level and Higher[\/h3]\r\nYou know two 1st-level spells of your choice from the ranger spell list.\r\n\r\nThe Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.\r\n[h3]Spellcasting Ability[\/h3]\r\nWisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Wisdom modifier","features":"[h2]Favored Enemy[\/h2]\r\nBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. 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.\r\n\r\nYou have advantage on attack rolls and Wisdom (Survival) 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 that is spoken by your favored enemies, if they speak one at all.\r\n\r\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.\r\n\r\n[h2]Natural Explorer[\/h2]\r\nYou are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\r\n[ul]\r\n[li]You ignore difficult terrain.[\/li]\r\n[li]You have advantage on initiative rolls.[\/li]\r\n[li]On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.[\/li]\r\n[\/ul]\r\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\r\n[ul]\r\n[li]Difficult terrain doesn\u2019t slow your group\u2019s travel.[\/li]\r\n[li]Your group can\u2019t become lost except by magical means.[\/li]\r\n[li]Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.[\/li]\r\n[li]If you are traveling alone, you can move stealthily at a normal pace.[\/li]\r\n[li]When you forage, you find twice as much food as you normally would.[\/li]\r\n[li]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.[\/li]\r\n[\/ul]\r\n[h2]Fighting Style[\/h2]\r\nAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[h3]Archery[\/h3]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[h3]Defense[\/h3]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[h3]Dueling[\/h3]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[h3]Two-Weapon Fighting[\/h3]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h2]Primeval Awareness[\/h2]\r\nBeginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn\u2019t reveal the creatures\u2019 location or number.\r\n\r\n[h2]Ranger Conclave[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate: Beast Master, Dread Ambusher, Gloom Stalker, Horizon Walker, Hunter, or Monster Slayer. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h2]Fleet of Foot[\/h2]\r\nBeginning at 8th level, you can use the Dash action as a bonus action on your turn.\r\n\r\n[h2]Hide in Plain Sight[\/h2]\r\nStarting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\r\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.\r\n\r\nOnce you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.\r\n\r\n[h2]Vanish[\/h2]\r\nStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can\u2019t be tracked by nonmagical means, unless you choose to leave a trail.\r\n\r\n[h2]Feral Senses[\/h2]\r\nAt 18th level, you gain preternatural senses that help you fight creatures you can\u2019t see. When you attack a creature you can\u2019t see, your inability to see it doesn\u2019t 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\u2019t hidden from you and you aren\u2019t blinded or deafened.\r\n\r\n[h2]Foe Slayer[\/h2]\r\nAt 20th level, you become an unparalleled hunter. 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 before or after the roll, but before any effects of the roll are applied.","subclasses":"[h2]Ranger Conclaves[\/h2]\r\n[hr]Across the wilds, rangers come together to form conclaves\u2014loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it. Choose Beast Master, Gloom Stalker, Horizon Walker, Hunter, or Monster Slayer.\r\n\r\n[h2]Beast Master Conclave[\/h2]\r\n[hr]The Beast Master embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.\r\n\r\n[h3]Ranger's Companion[\/h3]\r\n\r\nAt 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1\/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast\u2019s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn\u2019t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.\r\n\r\nWhile traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn\u2019t hostile to you, either the same type of beast as before or a different one.\r\n[h3]Exceptional Training[\/h3]\r\nBeginning at 7th level, on any of your turns when your beast companion doesn\u2019t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.\r\nIn addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\n[h3]Share Spell[\/h3]\r\nBeginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you\r\n\r\n[h2]Gloom Stalker Conclave[\/h2]\r\n[hr]Gloom Stalkers are at home in the darkest places:\u00a0deep under the earth, in gloomy alleyways, in primeval\u00a0forests, and wherever else the light dims. Most folk\u00a0enter such places with trepidation, but a Gloom Stalker\u00a0ventures boldly into the darkness, seeking to ambush\u00a0threats before they can reach the broader world. Such\u00a0rangers are often found in the Underdark, but they will\u00a0go any place where evil lurks in the shadows.\r\n\r\n[h3]Gloom Stalker Magic[\/h3]\r\nStarting at 3rd level, you learn an additional spell when\u00a0you reach certain levels in this class, as shown in the\u00a0Gloom Stalker Spells table. The spell counts as a ranger\u00a0spell for you, but it doesn't count against the number of\u00a0ranger spells you know.\r\n\r\n[h3]Gloom Stalker Spells[\/h3]\r\n[table]\r\n[tr]\r\n[td]Ranger Level[\/td]\r\n[td]Spell[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]disguise self[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]rope trick[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]fear[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]greater invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]seeming[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n[h3]Dread Ambusher[\/h3]\r\n[hr]At 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\n[h3]Umbral Sight[\/h3]\r\nAt 3rd level, you gain darkvision out to a range of 60 feet. If you a lready have dark vision 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\n[h3]Iron Mind[\/h3]\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[h3]Stalker's Flurry[\/h3]\r\nAt 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once, on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.\r\n\r\n[h3]Shadowy Dodge[\/h3]\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\r\nfeature before you know the outcome of the attack roll.\u00a0\r\n\r\n[h2]Horizon Walker Conclave[\/h2]\r\n[hr]Horizon Walkers guard the world against threats that\u00a0originate from other planes or that seek to ravage the\u00a0mortal realm with otherworldly magic. They seek out\u00a0planar portals and keep watch over them, venturing to\u00a0the Inner Planes and the Outer Planes as needed to\u00a0pursue their foes. These rangers are also friends to any\u00a0forces in the multiverse-especially benevolent dragons,\u00a0fey, and elementals-that work to preserve life and the\u00a0order of the planes.\r\n\u00a0\r\nHorizon Walker Magic\r\nStarting at 3rd level, you learn an additional spell when\u00a0you reach certain levels in this class, as shown in the\u00a0Horizon Walker Spells table. The spell counts as a\u00a0ranger spell for you, but it doesn't count against the\u00a0number of ranger spells you know.\r\n\r\n[h3]Horizon Walker Spells[\/h3]\r\n[table]\r\n[tr]\r\n[td]Ranger Level[\/td]\r\n[td]Spell[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]protection from good and evil[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]misty step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]haste[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]banishment[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]teleportation circle[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Detect Portal[\/h3]\r\nAt 3rd level, you gain the ability to magically sense the\u00a0presence of a planar portal. As an action, you detect\u00a0the distance and direction to the closest planar portal\u00a0within 1 mile of you.\u00a0Once you use this feature, you can't use it again until\u00a0you finish a short or long rest.\r\n\r\nSee the \"Planar Travel\" section in chapter 2 of the\u00a0Dungeon Master's Guide for examples of planar portals.\r\n\r\n[h3]Planar Warrior[\/h3]\r\nAt 3rd level, you learn to draw on the energy of the multiverse\u00a0to augment your attacks.\u00a0As a bonus action, choose one creature you can see\u00a0within 30 feet of you. The next time you hit that creature\u00a0on this turn with a weapon attack, all damage dealt\u00a0by the attack becomes force damage, and the creature\u00a0takes an extra 1d8 force damage from the attack. When\u00a0you reach 11th level in that class, the extra damage increases\u00a0to 2d8.\r\n\r\n[h3]Distant Strike[\/h3]\r\nAt 11th level, you gain the ability to pass between the\u00a0planes in the blink of an eye. When you take the Attack\u00a0action, you can teleport up to 10 feet before each attack\u00a0to an unoccupied space you can see.\u00a0If you attack at least two different creatures with\u00a0the action, you can make one additional attack with it\u00a0against a third creature.\r\n[h3]Spectral Defense[\/h3]\r\nAt 15th level, your ability to move between planes\u00a0enables you to slip through the planar boundaries to\u00a0lessen the harm done to you during battle. When you\u00a0take damage from an attack, you can use your reaction\u00a0to give yourself resistance to all of that attack's damage\u00a0on this turn.\r\n\r\n[h2]Hunter Conclave[\/h2]\r\n[hr]Emulating the Hunter archetype means accepting your\u00a0place as a bulwark between civilization and the terrors\u00a0of the wilderness. As you walk the Hunter\u2019s path, you\u00a0learn specialized techniques for fighting the threats\u00a0you face, from rampaging ogres and hordes of orcs to\u00a0towering giants and terrifying dragons.\r\n\r\n[h3]Hunter\u2019s Prey[\/h3]\r\nAt 3rd level, you gain one of the following features of your choice.\r\n\r\n[b]Colossus Slayer.[\/b] Your 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\n[b]Giant Killer.[\/b] When 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\n[b]Horde Breaker.[\/b] 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 within 5 feet of the original target and within range of your weapon.\r\n\r\n[h3]Defensive Tactics[\/h3]\r\nAt 7th level, you gain one of the following features of your choice.\r\n\r\n[b]Escape the Horde.[\/b] Opportunity attacks against you are made with disadvantage.\r\n\r\n[b]Multiattack Defense.[\/b] 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.\r\n\r\n[b]Steel Will.[\/b] You have advantage on saving throws against being frightened.\r\n\r\n[h3]Multiattack[\/h3]\r\nAt 11th level, you gain one of the following features of your choice.\r\n\r\n[b]Volley.[\/b] You 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\n[b]Whirlwind Attack.[\/b] You 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\n[h3]Superior Hunter\u2019s Defense[\/h3]\r\nAt 15th level, you gain one of the following features of your choice.\r\n\r\n[b]Evasion.[\/b] When 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\n[b]Stand Against the Tide.[\/b] 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.\r\n\r\n[b]Uncanny Dodge.[\/b] When 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\n[h2]Monster Slayer Conclave[\/h2]\r\nYou have dedicated yourself to hunting down creatures\u00a0of the night and wielders of grim magic. A Monster\u00a0Slayer seeks out vampires, dragons, evil fey, fiends, and\u00a0other magical threats. Trained in supernatural techniques\u00a0to overcome such monsters, slayers are experts\r\nat unearthing and defeating mighty, mystical foes.\r\n\r\n[h3]Hunter's Sense[\/h3]\r\nAt 3rd level, you gain the ability to peer at a creature\u00a0and magically discern how best to hurt it. As an action,\u00a0choose one creature you can see within 60 feet of you.\u00a0You immediately learn whether the creature has any\u00a0damage immunities, resistances, or vulnerabilities and\r\nwhat they are. If the creature is hidden from divination\u00a0magic, you sense that it has no damage immunities, resistances,\u00a0or vulnerabilities.\r\n\r\nYou can use this feature a number of times equal to\u00a0your Wisdom modifier (minimum of once). You regain all\u00a0expended uses of it when you finish a long rest.\r\n\r\n[h3]Slayer's Prey[\/h3]\r\nStarting at 3rd level, you can focus your ire on one foe,\u00a0increasing the harm you inflict on it. As a bonus action,\u00a0you designate one creature you can see within 60 feet of\u00a0you as the target of this feature. The first time each turn\u00a0that you hit that target with a weapon attack, it takes an\u00a0extra 1d6 damage from the weapon.\r\n\r\nThis benefit lasts until you finish a short or long rest. It\u00a0ends early if you designate a different creature\r\n[h3]Monster Slayer Magic[\/h3]\r\nStarting at 3rd level, you learn an\u00a0additional spell when\u00a0you reach certain levels in this class, as shown in the\u00a0Monster Slayer Spells table. The spell counts as a\u00a0ranger spell for you, but it doesn't count against the\u00a0number of ranger spells you know.\r\n\r\n[h3]Monster Slayer Spells[\/h3]\r\n[table]\r\n[tr]\r\n[th]Ranger Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]protection from evil and good[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]zone of truth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]magic circle[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]banishment[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]hold monster[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Supernatural Defense[\/h3]\r\nAt 7th level, you gain extra resilience against your prey's\u00a0assaults on your mind and body. Whenever the target\u00a0of your Slayer's Prey forces you to make a saving throw\u00a0and whenever you make an ability check to escape that\u00a0target's grapple, add 1d6 to your roll.\r\n\r\n[h3]Magic User's Nemesis[\/h3]\r\nAt 11th level, you gain the ability to thwart someone\u00a0else's magic. When you see a creature casting a spell or\u00a0teleporting within 60 feet of you, you can use your reaction\u00a0to try to magically foil it. The creature must succeed\u00a0on a Wisdom saving throw against your spell save DC,\r\nor its spell or teleport fails and is wasted.\r\n\r\nOnce you use this feature, you can't use it again until\u00a0you finish a short or long rest.\r\n\r\n[h3]Slayer Counter[\/h3]\r\nAt 15th level, you gain the ability to counterattack when\u00a0your prey tries to sabotage you. If the target of your Slayer's\u00a0Prey forces you to make a saving throw, you can use\u00a0your reaction to make one weapon attack against the\u00a0quarry. You make this attack immediately before making\u00a0the saving throw. If your attack hits, your save automatically\u00a0succeeds, in addition to the attack's normal effects\r\n","tabledata":"","tags":"Ranger, Revised, Class, Beast Master, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer","templateId":"25","blockId":"411712","isShared":"on"}