{"name":"Ranger","overview":"Warriors 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 favored foes.\r\n\r\nThanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.\r\n[h3][u]Level-up Table[\/u][\/h3]\r\n[table][tr][th]Ranger[\/th][th][\/th][th][\/th][th]Spell[\/th][th]Slots[\/th][th]By[\/th][th]Spell[\/th][th]Level[\/th][\/tr]\r\n[tr][td]Level[\/td]\r\n[td]Proficiency Bonus[\/td]\r\n[td]Features[\/td]\r\n[td]1st[\/td]\r\n[td]2nd[\/td]\r\n[td]3rd[\/td]\r\n[td]4th[\/td]\r\n[td]5th[\/td]\r\n[\/tr]\r\n[tr][td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Favored Enemy or Favored Foe,\r\nDeft Explorer[\/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][td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Fighting Style,\r\nSpellcasting[\/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][td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Ranger Archetype,\r\nPrimal Awareness[\/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][td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/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][td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Extra Attack[\/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][td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Favored Enemy or Favored Foe improvement,\r\nDeft Explorer improvement[\/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][td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Ranger Archetype feature[\/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][td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement,\r\nLand's Stride[\/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][td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]-[\/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][td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Nature's Veil,\r\nDeft Explorer improvement[\/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][td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Ranger Archetype feature[\/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][td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/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][td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]-[\/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][td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Vanish,\r\nFavored Enemy or Favored Foe improvement[\/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][td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Ranger Archetype feature[\/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][td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/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][td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]-[\/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][td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Feral Senses[\/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][td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/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][td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Foe Slayer[\/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][\/table]","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"none","savingthrows":"Strength, Dexterity","skills":"Choose three from Animal Handling, Athletics, Acrobatics, Insight, Investigation, Nature, Perception, Stealth and Survival","equipment":"You start with the following items, 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's pack or (b) an explorer's pack[\/li]\r\n[li]A longbow and a quiver of 20 arrows[\/li]\r\n[\/ul]\r\nAlternatively, you may start with 5d4 x 10 gp to buy your own equipment.","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. Refer to the end of this heading for the Hunter's Spell List.\r\n\r\n[h2]Preparing and Casting Spells[\/h2]\r\nThe Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, 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\nYou prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd- level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in research and preparation: at least 1 minute per spell level for each spell on your list.\r\n\r\n[h2]Spellcasting Ability[\/h2]\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\r\n[center][b]Spell save DC = 8 + your proficiency bonus + your Wisdom modifier[\/b][\/center][center][b]Spell attack modifier[\/b] = your proficiency bonus + your Wisdom modifier[\/center]\r\n\r\n\r\n[h1]Ranger Spells[\/h1]\r\n[row]\r\n[col]\r\n\r\n\r\n[b]1st Level[\/b]\r\n[ul]\r\n[li]Absorb Elements[\/li]\r\n[li]Alarm[\/li]\r\n[li]Animal Friendship[\/li]\r\n[li]Beast Bond[\/li]\r\n[li]Cure Wounds[\/li]\r\n[li]Detect Magic[\/li]\r\n[li]Detect Poison and Disease[\/li]\r\n[li]Ensnaring Strike[\/li]\r\n[li]Entangle[\/li]\r\n[li]Fog Cloud[\/li]\r\n[li]Goodberry[\/li]\r\n[li]Hail of Thorns[\/li]\r\n[li]Hunter's Mark[\/li]\r\n[li]Jump[\/li]\r\n[li]Longstrider[\/li]\r\n[li]Searing Smite[\/li]\r\n[li]Snare[\/li]\r\n[li]Speak with Animals[\/li]\r\n[li]Zephyr Strike[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n\r\n[b]2nd Level[\/b]\r\n\r\n\r\n\r\n[ul]\r\n[li]Aid[\/li]\r\n[li]Air Bubble[\/li]\r\n[li]Animal Messenger[\/li]\r\n[li]Barkskin[\/li]\r\n[li]Beast Sense[\/li]\r\n[li]Cordon of Arrows[\/li]\r\n[li]Darkvision[\/li]\r\n[li]Enhance Ability[\/li]\r\n[li]Find Traps[\/li]\r\n[li]Gust of Wind[\/li]\r\n[li]Healing Spirit[\/li]\r\n[li]Lesser Restoration[\/li]\r\n[li]Locate Animals or Plants[\/li]\r\n[li]Locate Object[\/li]\r\n[li]Magic Weapon[\/li]\r\n[li]Pass without Trace[\/li]\r\n[li]Protection from Poison[\/li]\r\n[li]Silence[\/li]\r\n[li]Spike Growth[\/li]\r\n[li]Summon Beast[\/li]\r\n[\/ul]\r\n[\/col]\r\n[col] [b]3rd Level[\/b]\r\n[ul]\r\n[li]Ashardalon's Stride[\/li]\r\n[li]Conjure Animals[\/li]\r\n[li]Conjure Barrage[\/li]\r\n[li]Daylight[\/li]\r\n[li]Elemental Weapon[\/li]\r\n[li]Flame Arrows[\/li]\r\n[li]Lightning Arrow[\/li]\r\n[li]Meld into Stone[\/li]\r\n[li]Nondetection[\/li]\r\n[li]Plant Growth[\/li]\r\n[li]Protection from Energy[\/li]\r\n[li]Revivify[\/li]\r\n[li]Speak with Plants[\/li]\r\n[li]Summon Fey[\/li]\r\n[li]Water Breathing[\/li]\r\n[li]Water Walk[\/li]\r\n[li]Wind Wall[\/li]\r\n[\/ul]\r\n\r\n[b]4th Level[\/b]\r\n[ul]\r\n[li]Conjure Woodland Beings[\/li]\r\n[li]Dominate Beast[\/li]\r\n[li]Freedom of Movement[\/li]\r\n[li]Grasping Vine[\/li]\r\n[li]Guardian of Nature[\/li]\r\n[li]Locate Creature[\/li]\r\n[li]Stoneskin[\/li]\r\n[li]Summon Elemental[\/li]\r\n[\/ul]\r\n\r\n[b]5th Level[\/b]\r\n[ul]\r\n[li]Commune with Nature[\/li]\r\n[li]Conjure Volley[\/li]\r\n[li]Greater Restoration[\/li]\r\n[li]Steel Wind Strike[\/li]\r\n[li]Swift Quiver[\/li]\r\n[li]Tree Stride[\/li]\r\n[li]Wrath of Nature[\/li]\r\n[\/ul]\r\n[\/col][\/row]","features":"[row][col]\r\n\r\n[h1][b][b]Favored Enemy[\/b][\/b][\/h1]\r\n\r\nBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\r\n\r\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.\r\n[h1][b]Favored Foe[\/b][\/h1]\r\n[i]1st-level ranger optional feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature.[\/i]\r\n\r\nWhen you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).\r\n\r\nThe first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.\r\n\r\nYou can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\nThis feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.\r\n[h1][b]Deft Explorer[\/b][\/h1]\r\nBeginning at 1st level, you are an unsurpassed explorer and survivor.\r\n\r\nChoose one of the following benefits, and then choose another one at 6th and 10th level.\r\n\r\nYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.\r\n\r\n[h3]Canny[\/h3]\r\nChoose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.\r\n\r\nYou can also speak, read, and write two additional languages of your choice.\r\n[h3]Roving[\/h3]\r\nYour walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.\r\n[h3]Tireless[\/h3]\r\nAs an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\nIn addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.\r\n\r\n[h1][b]Fighting Style[\/b][\/h1]\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[h3]Archery[\/h3]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[h3]Blind Fighting[\/h3]\r\nYou have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n[h3]Close-Quarters Shooter[\/h3]\r\nYou are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.\r\n\r\n[h3]Defense[\/h3]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n[h3]Druidic Warrior[\/h3]\r\nYou learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.\r\n[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[h3]Thrown-Weapon Fighting[\/h3]\r\nYou can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.\r\n[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[h1][b]Spellcasting[\/b][\/h1]\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 in the Spellcasting section below for specifics.\r\n\r\n[h1][b]Ranger Archetype[\/b][\/h1]\r\nAt 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.\r\n[\/col][col]\r\n[h1][b]Primal Awareness[\/b][\/h1]\r\nBeginning at 3rd level, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.\r\n[table][tr][th]Ranger Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]Speak with Animals, Detect Magic[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]Beast Sense, Locate Animals or Plants[\/td]\r\n[\/tr]\r\n[tr][td]9th[\/td]\r\n[td]Speak with Plants[\/td]\r\n[\/tr]\r\n[tr][td]13th[\/td]\r\n[td]Locate Creature[\/td]\r\n[\/tr]\r\n[tr][td]17th[\/td]\r\n[td]Commune with Nature[\/td]\r\n[\/tr][\/table]\r\nYou can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.\r\n[h1][b]Ability Score Improvement[\/b][\/h1]\r\nWhen you reach 4th 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\nIf your DM allows the use of feats, you may instead take a feat.\r\n[h1][b]Extra Attack[\/b][\/h1]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n[h1][b]Land's Stride[\/b][\/h1]\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 as those created by the entangle spell.\r\n[b][h1][b]Nature's Veil[\/b][\/h1]\r\n[\/b]Starting at 10th level, you can draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n[h1][b]Vanish[\/b][\/h1]\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[h1][b]Feral Senses[\/b][\/h1]\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. You 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[h1][b]Foe Slayer[\/b][\/h1]\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.\r\n[\/col][\/row]","subclasses":"[spoiler]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.\r\n[h2][b]Monster Slayer Magic[\/b][\/h2]\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n[color:#c10300][b][u]Monster Slayer Spells[\/u][\/b][\/color]\r\n[table][tr][th]Ranger Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]Protection from Evil and Good[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]Zone of Truth[\/td]\r\n[\/tr]\r\n[tr][td]9th[\/td]\r\n[td]Magic Circle[\/td]\r\n[\/tr]\r\n[tr][td]13th[\/td]\r\n[td]Banishment[\/td]\r\n[\/tr]\r\n[tr][td]17th[\/td]\r\n[td]Hold Monster[\/td]\r\n[\/tr][\/table][h2][b]Hunter's Sense[\/b][\/h2]\r\nAt 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As a bonus action or as a reaction when rolling initiative, 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. You can sense further information about the target with an Intelligence check. The degree of information varies between the results of the roll, 10+ gives you basic knowledge, 15+ gives you deep knowledge and 20+ gives you extensive knowledge.\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[h2][b]Slayer's Prey[\/b][\/h2]\r\nStarting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action or as part of the attack 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. You can only use this feature once per turn.\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[h2][b]Supernatural Defense[\/b][\/h2]\r\nAt 7th level, 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.\r\n[h2][b]Magic-User's Nemesis[\/b][\/h2]\r\nAt 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n[h2][b]Slayer's Counter[\/b][\/h2]\r\nAt 15th level, you 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. |Monster Slayer[\/spoiler]\r\n\r\n","tabledata":"","tags":"ranger","templateId":"25","blockId":"1423964","world":"63121498-0dcc-4c1b-b7ad-d19e22438f2d","folder":"28332","isShared":"on"}