{"name":"Ranger","overview":"[b]Deadly Hunters[\/b]\r\nWarriors of the wilderness, rangers specialize in hunting the monsters 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 favoured foes.\r\n\r\nThanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature\u2019s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger\u2019s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.\r\n\r\n[b]Independent Adventurers[\/b]\r\nThough a ranger might make a living as a hunter, a guide, or a tracker, a ranger\u2019s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first\u2014and possibly the last\u2014line of defense.\r\n\r\nThis fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization\u2019s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per ranger 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.","spellcasting":"Spellcasting\r\nBy the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.\r\n\r\nSpell Slots\r\nThe Ranger table shows how many spell slots you have to cast your ranger 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\r\nSpells Known of 1st Level and Higher\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\r\nSpellcasting Ability\r\nWisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n[ul][li](a) scale mail or (b) leather armour[\/li][\/ul]\r\n[ul][li](a) two shortswords or (b) two simple melee weapons[\/li][\/ul]\r\n[ul][li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li][\/ul]\r\n[ul][li]A longbow and a quiver of 20 arrows[\/li][\/ul]","features":"Favoured Enemy\r\nBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose a type of favoured 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 favoured enemies.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favoured enemies, if they speak one at all.\r\n\r\nYou choose one additional favoured 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\nNatural Explorer\r\nYou are particularly familiar with one type of natural environment and are adept at travelling and surviving in such regions. Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you\u2019re proficient in.\r\n\r\nWhile travelling for an hour or more in your favoured terrain, you gain the following benefits:\r\n\r\n[ul][li]Difficult terrain doesn\u2019t slow your group\u2019s travel.[\/li][\/ul]\r\n[ul][li]Your group can\u2019t become lost except by magical means.[\/li][\/ul]\r\n[ul][li]Even when you are engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.[\/li][\/ul]\r\n[ul][li]If you are travelling alone, you can move stealthily at a normal pace.[\/li][\/ul]\r\n[ul][li]When you forage, you find twice as much food as you normally would.[\/li][\/ul]\r\n[ul][li]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.[\/li][\/ul]\r\nYou choose additional favoured terrain types at 6th and 10th level.\r\n\r\nFighting Style\r\nAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. \r\n\r\nYou can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\nArchery\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\nDefence\r\nWhile you are wearing armour, you gain a +1 bonus to AC.\r\n\r\nDuelling\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\nTwo-Weapon Fighting\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\nRanger Archetype\r\nAt 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.\r\n\r\nPrimeval Awareness\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 favoured terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn\u2019t reveal the creatures\u2019 location or number.\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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\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\nFavoured Enemy\r\nAt 6th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose an additional type of favoured 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 favoured enemies.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favoured enemies, if they speak one at all.\r\n\r\nYou choose one additional favoured enemy, as well as an associated language, at 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.\r\n\r\nLand\u2019s Stride\r\nStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.\r\n\r\nHide in Plain Sight\r\nStarting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\r\n\r\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.\r\n\r\nVanish\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\nFavoured Enemy\r\nAt 14th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose an additional type of favoured 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 favoured enemies.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favoured enemies, if they speak one at all.\r\n\r\nFeral Senses\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\nFoe Slayer\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 favoured enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.","subclasses":"[b]Ranger Archetypes[\/b]\r\nThe ideal of the ranger has classic expressions. These are detailed below.\r\n\r\n[b][b][\/b]Beast Master[\/b]\r\nThe Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.\r\n\r\nRanger\u2019s Companion\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. 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 the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.\r\n\r\nThe beast obeys your commands as best as it can. It takes its turn on your initiative. 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, or Help action. If you don't issue a command, the beast takes the Dodge 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\nIf you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.\r\n\r\nWhile traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.\r\n\r\nIf the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn\u2019t hostile to you and that meets the requirements.\r\n\r\nExceptional Training\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\n\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\nBestial Fury\r\nStarting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.\r\n\r\nShare Spells\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[b]Gloom Stalker[\/b]\r\nGloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.\r\n\r\nGloom Stalker Features\r\nRanger Level\tFeature\r\n3rd\tGloom Stalker Magic, Dread Ambusher, Umbral Sight\r\n7th\tIron Mind\r\n11th\tStalker\u2019s Flurry\r\n15th\tShadowy Dodge\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\u2019t count against the number of ranger spells you know.\r\n\r\nGloom Stalker Spells\r\nRanger Level\tSpell\r\n3rd\tdisguise self\r\n5th\trope trick\r\n9th\tfear\r\n13th\tgreater invisibility\r\n17th\tseeming\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\u2019s 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\u2019s 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\u2019t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.\r\n\r\n[b]Horizon Walker[\/b]\r\nHorizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse \u2014 especially benevolent dragons, fey, and elementals \u2014 that work to preserve life and the order of the planes.\r\n\r\nHorizon Walker Features\r\nRanger Level\tFeature\r\n3rd\tHorizon Walker Magic, Detect Portal, Planar Warrior (1d8)\r\n7th\tEthereal Step\r\n11th\tDistant Strike, Planar Warrior (2d8)\r\n15th\tSpectral Defense\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\tSpell\r\n3rd\tprotection from evil and good\r\n5th\tmisty step\r\n9th\thaste\r\n13th\tbanishment\r\n17th\tteleportation circle\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\u2019t use it again until you finish a short or long rest.\r\n\r\nSee the \u201cPlanar Travel\u201d section in chapter 2 of the Dungeon Master\u2019s 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, 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 the blink of an eye. When you take 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\u2019s damage on this turn.\r\n\r\n[b]Hunter[\/b]\r\nEmulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter\u2019s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.\r\n\r\nHunter\u2019s 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 a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.\r\n\r\nSuperior Hunter\u2019s 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 the 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\n[b]Monster Slayer[\/b]\r\nYou have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.\r\n\r\nMonster Slayer Features\r\nRanger Level\tFeature\r\n3rd\tMonster Slayer Magic, Hunter\u2019s Sense, Slayer\u2019s Prey\r\n7th\tSupernatural Defense\r\n11th\tMagic-User\u2019s Nemesis\r\n15th\tSlayer\u2019s Counter\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\u2019t count against the number of ranger spells you know.\r\n\r\nMonster Slayer Spells\r\nRanger Level\tSpell\r\n3rd\tprotection from evil and good\r\n5th\tzone of truth\r\n9th\tmagic circle\r\n13th\tbanishment\r\n17th\thold monster\r\nHunter\u2019s 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\u2019s 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\u2019s grapple, add 1d6 to your roll.\r\n\r\nMagic-User\u2019s Nemesis\r\nAt 11th level, you gain the ability to thwart someone else\u2019s 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\u2019t use it again until you finish a short or long rest.\r\n\r\nSlayer\u2019s 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 your attack hits, your save automatically succeeds, in addition to the attack\u2019s normal effects.","tabledata":"","tags":"","isShared":"1","templateId":"25","blockId":"74041"}