{"name":"Optional Ranger Variant","overview":"This is a non-magic variant of the ranger class meant for those who'd like to safely navigate the wilds of the world without being accused of witchery.","hitdice":"d10","hitpointsfirstlevel":"10 + CON modifier","hitpointsathigherlevels":"1D10 + CON modifier or 6 + CON modifier","armorproficiencies":"Light Armor, Medium Armor","weaponproficiences":"Simple Weapons, Martial Weapons, Shields","tools":"None","savingthrows":"STR, DEX","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\r\n(a) scale mail or (b) leather armor\r\n\r\n(a) two shortswords or (b) two simple melee weapons\r\n\r\n(a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\n\r\n(a) a longbow and a quiver of 20 arrows or (b) a shortbow and a quiver of 20 arrows ","spellcasting":"","features":"[h2][b]1st level[\/b][\/h2]\r\n\r\n[b]Favored Enemy[\/b]\r\n\r\nBeginning at 1st level, you have significant\r\nexperience studying, tracking, hunting, and even\r\ntalking to a certain type of enemy commonly\r\nencountered in the wilds.\r\nChoose a type of favored enemy: beasts, fey,\r\nhumanoids, monstrosities, or undead. You gain a\r\n+2 bonus to damage rolls with weapon attacks\r\nagainst creatures of the chosen type. Additionally,\r\nyou have advantage on Wisdom (Survival) checks\r\nto track your favored enemies, as well as on\r\nIntelligence checks to recall information about\r\nthem.\r\nWhen you gain this feature, you also learn one\r\nlanguage of your choice, typically one spoken by\r\nyour favored enemy or creatures associated with it. \r\n\r\n[b]Natural Explorer[\/b]\r\n\r\nYou are a master of navigating the natural world,\r\nand you react with swift and decisive action\r\nwhen attacked. This grants you the following\r\nbenefits:\r\n\r\n\u2022 You have advantage on initiative rolls.\r\n\r\n\u2022 On your first turn during combat, you have\r\nadvantage on attack rolls against creatures\r\nthat have not yet acted.\r\n\r\nIn addition, you are skilled at navigating the\r\nwilderness. You gain the following benefits when\r\ntraveling for an hour or more:\r\n\r\n\u2022 Difficult terrain doesn\u2019t slow your group\u2019s\r\ntravel.\r\n\r\n\u2022 Your group can\u2019t become lost except by\r\nmagical means.\r\n\r\n\u2022 Even when you are engaged in another activity\r\nwhile traveling (such as foraging, navigating,\r\nor tracking), you remain alert to danger.\r\n\r\n\u2022 If you are traveling alone, you can move\r\nstealthily at a normal pace.\r\n\r\n\u2022 When you forage, you find twice as much food\r\nas you normally would.\r\n\r\n\u2022 While tracking other creatures, you also learn\r\ntheir exact number, their sizes, and how long\r\nago they passed through the area.\r\n\r\n~\r\n\r\n[h2][b]2nd level[\/b][\/h2]\r\n\r\n[b]Fighting Style[\/b]\r\n\r\nAt 2nd level, you adopt a particular style of\r\nfighting as your specialty. Choose one of the\r\nfollowing options. You can\u2019t take a Fighting Style\r\noption more than once, even if you later get to\r\nchoose again.\r\n\r\n\u2022 Archery:\r\nYou gain a +2 bonus to attack rolls you make\r\nwith ranged weapons.\r\n\r\n\u2022 Defense:\r\nWhile you are wearing armor, you gain a +1\r\nbonus to AC.\r\n\r\n\u2022 Dueling:\r\nWhen you are wielding a melee weapon in one\r\nhand and no other weapons, you gain a +2 bonus\r\nto damage rolls with that weapon.\r\n\r\n\u2022 Two-Weapon Fighting:\r\nWhen you engage in two-weapon fighting, you\r\ncan add your ability modifier to the damage of\r\nthe second attack.\r\n\r\n[b]Primeval Awareness[\/b]\r\n\r\nBeginning at 2nd level, your mastery of ranger\r\nlore allows you to establish a powerful link to\r\nbeasts and to the land around you.\r\nYou have an innate ability to communicate\r\nwith beasts, and they recognize you as a kindred\r\nspirit. Through sounds and gestures, you can\r\ncommunicate simple ideas to a beast as an action,\r\nand can read its basic mood and intent. You learn\r\nits emotional state, whether it is affected by\r\nmagic of any sort, its short-term needs (such as\r\nfood or safety), and actions you can take (if any)\r\nto persuade it to not attack.\r\nYou cannot use this ability against a creature\r\nthat you have attacked within the past 10\r\nminutes.\r\nAdditionally, you can attune your senses to\r\ndetermine if any of your favored enemies lurk\r\nnearby. By spending 1 uninterrupted minute in\r\nconcentration (as if you were concentrating on a\r\nspell), you can sense whether any of your\r\nfavored enemies are present within 5 miles of\r\nyou. This feature reveals which of your favored\r\nenemies are present, their numbers, and the\r\ncreatures\u2019 general direction and distance (in\r\nmiles) from you.\r\nIf there are multiple groups of your favored\r\nenemies within range, you learn this information\r\nfor each group.\r\n\r\n~\r\n\r\n[h2][b]3rd level[\/b][\/h2]\r\n\r\n[b]Hunter\u2019s Prey[\/b]\r\n\r\nAt 3rd level, you gain one of the following\r\nfeatures of your choice.\r\n\r\n\u2022 Colossus Slayer:\r\nYour tenacity can wear down\r\nthe most potent foes. When you hit a creature\r\nwith a weapon attack, the creature takes an extra\r\n1d8 damage if it\u2019s below its hit point maximum.\r\nYou can deal this extra damage only once per\r\nturn.\r\n\r\n\u2022 Giant Killer:\r\nWhen a Large or larger creature\r\nwithin 5 feet of you hits or misses you with an\r\nattack, you can use your reaction to attack that\r\ncreature immediately after its attack, provided\r\nthat you can see the creature.\r\n\r\n\u2022 Horde Breaker:\r\nOnce on each of your turns\r\nwhen you make a weapon attack, you can make\r\nanother attack with the same weapon against a\r\ndifferent creature that is within 5 feet of the\r\noriginal target and within range of your weapon\r\n\r\n\r\n[b]Animal Companion[\/b]\r\n\r\nAt 3rd level, you learn to\r\ncreate a powerful bond with a creature of the\r\nnatural world. Select a single beast of CR 1\/4 or lower to be your companion. The creature you select adds your proficiency bonus to their attacks as opposed to their own, and receives ability score improvements as you do (at levels 4, 8, 12, 16, and 19). If the beast's maximum hit points are fewer than 18, their maximum HP becomes 18. Whenever you gain a level in this class, your companion gains maximum HP equal to 1D10+CON (or 6+CON). During combat, your companion shares an initiative with you and follows your commands to the best of its ability, though its turn is separate from your own (you just decide who goes first). During your turn, when you take the attack action, you may forgo one of your attacks and have you beast companion attack instead (Note: your companion may attack on their turn as though they were any other creature, without you needing to burn an action to instruct them).\r\n\r\n~\r\n\r\n[h2][b]4th level[\/b][\/h2]\r\n\r\n[b]Ability Score Improvement[\/b]\r\n\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase\r\ntwo ability scores of your choice by 1. As normal,\r\nyou can\u2019t increase an ability score above 20\r\nusing this feature.\r\n\r\n~\r\n\r\n[h2][b]5th level[\/b][\/h2]\r\n\r\n[b]Extra Attack[\/b]\r\n\r\nBeginning at 5th level, you can attack twice,\r\ninstead of once, whenever you take the Attack\r\naction on your turn.\r\n\r\n[b]Coordinated Attack[\/b]\r\n\r\nBeginning at 5th level, you and your animal\r\ncompanion form a more potent fighting team.\r\nWhen you use the Attack action on your turn, if\r\nyour companion can see you, it can use its\r\nreaction to make a melee attack.\r\n~\r\n\r\n[h2][b]6th level[\/b][\/h2]\r\n\r\n[b]Greater Favored Enemy[\/b]\r\n\r\nAt 6th level, you are ready to hunt even deadlier\r\ngame. Choose a type of greater favored enemy:\r\naberrations, celestials, constructs, dragons,\r\nelementals, fiends, or giants. You gain all the\r\nbenefits against this chosen enemy that you\r\nnormally gain against your favored enemy,\r\nincluding an additional language. Your bonus to\r\ndamage rolls against all your favored enemies\r\nincreases to +4.\r\nAdditionally, you have advantage on saving\r\nthrows against the spells and abilities used by a\r\ngreater favored enemy.\r\n\r\n~\r\n[h2][b]7th level[\/b][\/h2]\r\n\r\n[b]Defensive Tactics[\/b]\r\n\r\nAt 7th level, you gain one of the following\r\nfeatures of your choice.\r\n\r\n\u2022 Escape the Horde:\r\nOpportunity attacks against\r\nyou are made with disadvantage.\r\n\r\n\u2022 Multiattack Defense:\r\nWhen a creature hits\r\nyou with an attack, you gain a +4 bonus to AC\r\nagainst all subsequent attacks made by that\r\ncreature for the rest of the turn.\r\n\r\n\u2022 Steel Will:\r\nYou have advantage on saving\r\nthrows against being frightened.\r\n\r\n~\r\n\r\n[h2][b]8th level[\/b][\/h2]\r\n\r\n[b]Fleet of Foot[\/b]\r\n\r\nBeginning at 8th level, you can use the Dash\r\naction as a bonus action on your turn. Additionally, you ignore difficult terrain.\r\n\r\n~\r\n\r\n[h2][b]9th level[\/b][\/h2]\r\n\r\n[b]Beast\u2019s Defense[\/b]\r\n\r\nAt 9th level, while your companion can see you,\r\nit has advantage on all saving throws.\r\n\r\n~\r\n\r\n[h2][b]10th level[\/b][\/h2]\r\n\r\n[b]Hide in Plain Sight[\/b]\r\n\r\nStarting at 10th level, you can remain perfectly\r\nstill for long periods of time to set up ambushes.\r\nWhen you attempt to hide on your turn, you\r\ncan opt to not move on that turn. If you avoid\r\nmoving, creatures that attempt to detect you\r\ntake a \u221210 penalty to their Wisdom (Perception)\r\nchecks until the start of your next turn. You lose\r\nthis benefit if you move or fall prone, either\r\nvoluntarily or because of some external effect.\r\nYou are still automatically detected if any effect\r\nor action causes you to no longer be hidden.\r\nIf you are still hidden on your next turn, you\r\ncan continue to remain motionless and gain this\r\nbenefit until you are detected.\r\n\r\n~\r\n\r\n[b][h2]11th level[\/h2]\r\n[\/b]\r\n\r\n[b]Multiattack[\/b]\r\n\r\nAt 11th level, you gain one of the following\r\nfeatures of your choice.\r\n\r\n\u2022 Volley:\r\nYou can use your action to make a\r\nranged attack against any number of creatures\r\nwithin 10 feet of a point you can see within your\r\nweapon\u2019s range. You must have ammunition for\r\neach target, as normal, and you make a separate\r\nattack roll for each target.\r\n\r\n\u2022 Whirlwind Attack:\r\nYou can use your action to\r\nmake melee attacks against any number of\r\ncreatures within 5 feet of you, with a separate\r\nattack roll for each target.\r\n\r\n~\r\n\r\n[h2][b]12th level[\/b][\/h2]\r\n\r\n[b]Ability Score Improvement[\/b]\r\n\r\n~\r\n\r\n[h2][b]13th level[\/b][\/h2]\r\n\r\n[b]Storm of Claws and Fangs[\/b]\r\n\r\nAt 13th level, your companion can use its action\r\nto make a melee attack against each creature of its choice within 5 feet of it, with a separate\r\nattack roll for each target.\r\n\r\n~\r\n\r\n[h2][b]14th level[\/b][\/h2]\r\n\r\n[b]Vanish[\/b]\r\n\r\nStarting at 14th level, you can use the Hide\r\naction as a bonus action on your turn. Also, you\r\ncan\u2019t be tracked by nonmagical means, unless\r\nyou choose to leave a trail.\r\n\r\n~\r\n\r\n[h2][b]15th level[\/b][\/h2]\r\n\r\n[b]Superior Hunter\u2019s Defense[\/b]\r\n\r\nAt 15th level, you gain one of the following\r\nfeatures of your choice.\r\n\r\n\u2022 Evasion:\r\nWhen you are subjected to an effect,\r\nsuch as a red dragon\u2019s fiery breath or a lightning\r\nbolt spell, that allows you to make a Dexterity\r\nsaving throw to take only half damage, you\r\ninstead take no damage if you succeed on a\r\nsaving throw, and only half damage if you fail.\r\n\r\n\u2022 Stand Against the Tide:\r\nWhen a hostile creature misses you with a melee attack, you can\r\nuse your reaction to force that creature to repeat\r\nthe same attack against another creature (other\r\nthan itself) of your choice.\r\n\r\n\u2022 Uncanny Dodge:\r\nWhen an attacker that you\r\ncan see hits you with an attack, you can use your\r\nreaction to halve the attack\u2019s damage against you.\r\n\r\n~\r\n\r\n[h2][b]16th level [\/b][\/h2]\r\n\r\n[b]Ability Score Improvement[\/b]\r\n\r\n~\r\n\r\n[h2][b]17th level[\/b][\/h2]\r\n\r\n[b]Superior Beast\u2019s Defense[\/b]\r\n\r\nAt 17th level, whenever an attacker that your\r\ncompanion can see hits it with an attack, it can\r\nuse its reaction to halve the attack\u2019s damage\r\nagainst it.\r\n\r\n~\r\n\r\n[b][h2]18th level[\/h2]\r\n[\/b]\r\n\r\n[b]Feral Senses[\/b]\r\n\r\nAt 18th level, you gain preternatural senses that\r\nhelp you fight creatures you can\u2019t see. When you\r\nattack a creature you can\u2019t see, your inability to\r\nsee it doesn\u2019t impose disadvantage on your\r\nattack rolls against it.\r\nYou are also aware of the location of any\r\ninvisible creature within 30 feet of you, provided\r\nthat the creature isn\u2019t hidden from you and you\r\naren\u2019t blinded or deafened.\r\n\r\n~\r\n\r\n[h2][b]19th level[\/b][\/h2]\r\n\r\n[b]Ability Score Improvement[\/b]\r\n\r\n~\r\n\r\n[b][h2]20th level[\/h2]\r\n[\/b]\r\n\r\n[b]Foe Slayer[\/b]\r\n\r\nAt 20th level, you become an unparalleled\r\nhunter. Once on each of your turns, you can add\r\nyour Wisdom modifier to the attack roll or the\r\ndamage roll of an attack you make. You can\r\nchoose to use this feature before or after the roll,\r\nbut before any effects of the roll are applied.\r\n\r\n","subclasses":"","tabledata":"Level | Bonus | Features \r\n\r\n1st | +2 | Favored\tEnemy,\tNatural\tExplorer \r\n\r\n2nd | +2 | Fighting\tStyle, Primeval\tAwareness \r\n\r\n3rd | +2 | Hunter's Prey, Animal Companion\r\n\r\n4th | +2 | Ability\tScore\tImprovement \r\n\r\n5th | +3 | Extra Attack, Coordinated Attack\r\n\r\n6th | +3 | Greater\tFavored\tEnemy \r\n\r\n7th | +3 | Defensive\tTactics\r\n\r\n8th | +3 | Ability\tScore\tImprovement,\tFleet\tof\tFoot \r\n\r\n9th | +4 | Beast's Defense\r\n\r\n10th | +4 | Hide\tin\tPlain\tSight \r\n\r\n11th | +4 |  Multiattack\r\n\r\n12th | +4 | Ability\tScore improvement\r\n\r\n13th | +5 | Storm of Claws and Fangs\r\n\r\n14th | +5 | Vanish \r\n\r\n15th | +5 | Superior\tHunter\u2019s\tDefense\r\n\r\n16th | +5 | Ability\tScore\tImprovement \r\n\r\n17th | +6 | Superior Beast's Defense\r\n\r\n18th | +6 | Feral\tSenses\r\n\r\n19th | +6 | Ability\tScore\tImprovement \r\n\r\n20th | +6 | Foe\tSlayer ","tags":"Ranger,class","isShared":"on","templateId":"25","blockId":"145473"}