{"name":"Ranger","overview":"[img:5626649|right|240|nolink]\r\nRough and wild looking,\r\na Imperial stalks alone\r\nthrough the shadows of\r\ntrees, hunting the bandits he\r\nknows are planning a raid\r\non a nearby farm. Clutching\r\na shortsword in each hand,\r\nhe becomes a whirlwind of\r\nsteel, cutting down one enemy\r\nafter another.\r\n\r\nAfter tumbling away from a cone of\r\nfreezing air, a Bosmer finds her feet and draws\r\nback her bow to loose an arrow at the frost\r\ndragon. Shrugging off the wave of fear that emanates\r\nfrom the dragon like the cold of its breath, she sends\r\none arrow after another to find the gaps between the\r\ndragon\u2019s thick scales.\r\n\r\nHolding his hand high, a Breton whistles to the hawk\r\nthat circles high above him, calling the bird back to his\r\nside. Whispering instructions in Elvish, he points to\r\nthe troll he\u2019s been tracking and sends the hawk to\r\ndistract the creature while he readies his bow.\r\nFar from the bustle of cities and towns, past the\r\nhedges that shelter the most distant farms from the\r\nterrors of the wild, amid the dense-packed trees of\r\ntrackless forests and across wide and empty plains,\r\nrangers keep their unending watch.","hit_dice":"1d10 per ranger level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution modifier per ranger level after 1st","armor_proficiencies":" Light armour, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"None","saving_throws":"Strength, Dexterity","skills":"Choose three from Animal Handling,\r\nAthletics, Insight, Investigation, Nature, Perception,\r\nStealth, and Survival","starting_equipment":"You start with the following equipment, in addition to\r\nthe equipment granted by your background:\r\n\u2022 (a) hide armour or (b) studded armour\r\n\u2022 (a) two shortswords or (b) two simple melee weapons\r\n\u2022 (a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\n\u2022 A longbow and a quiver of 20 iron arrows [anchor|Spellcasting]","spellcasting":"[i]1st level ranger feature[\/i]\r\n[br]\r\nYou have learned to\r\nuse the magical essence of nature to cast spells, much\r\nas a druid does.\r\n\r\n[b]Spell Slots[\/b]\r\n[br]\r\nThe [blocklink:1454884] shows how many spell slots you have\r\nto cast your spells of 1st level and higher. To cast one of\r\nthese spells, you must expend a slot of the spell\u2019s level\r\nor higher. You regain all expended spell slots when you\r\nfinish a long rest.\r\n[br]\r\nFor example, if you know the 1st-level spell\r\n@[Animal Friendship](spell:1e923a5d-fe0e-4472-9eca-c1bdf4520729)\r\nand have a 1st-level and a 2nd-level spell slot\r\navailable, you can cast [i]animal friendship[\/i] using either slot.\r\n\r\n[b]Spells Known of 1st Level and Higher[\/b]\r\n[br]\r\nAt first level you know one 1st-level spell of your choice from the\r\n[blocklink:1453764].\r\n[br]\r\nThe Spells Known column of the Ranger table shows\r\nwhen you learn more ranger spells of your choice. Each\r\nof these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this\r\nclass, you can learn one new spell of 1st or 2nd level.\r\n[br]\r\nAdditionally, when you gain a level in this class,\r\nyou can choose one of the ranger spells you know\r\nand replace it with another spell from the ranger\r\nspell list, which also must be of a level for which you\r\nhave spell slots.\r\n\r\n[b]Spellcasting Ability[\/b]\r\n[br]\r\nWisdom is your spellcasting ability for your ranger\r\nspells, since your magic draws on your attunement to\r\nnature. You use your Wisdom whenever a spell refers\r\nto your spellcasting ability. In addition, you use your\r\nWisdom modifier when setting the saving throw DC for\r\na ranger spell you cast and when making an attack roll\r\nwith one.\r\n\r\n[center][b]Spell save DC =[\/b] 8 + your proficiency bonus +\r\n[br]your Wisdom modifier\r\n\r\n[b]Spell attack modifier =[\/b] your proficiency bonus +\r\n[br]your Wisdom modifier[\/center][anchor|Class-Features]","class_features":"[img:5923636|right|300|nolink][b]Favoured Enemy[\/b]\r\n[br]\r\n[i]1st level ranger feature[\/i]\r\n[br]\r\nYou have significant experience\r\nstudying, tracking and hunting certain\r\ntypes of enemy. You can choose an additional favoured enemy at levels 6th and 10th. Choose from the following five options:\r\n\r\n[u]Bounty Hunter:[\/u] Gain Proficiency in Investigation and gain @[Ensnaring Strike](spell:a7a93530-6a4b-4690-96bd-ccee8a12e586). Creatures you hit with\r\nEnsnaring Strike have Disadvantage on their Saving Throw.\r\n\r\n[u]Keeper of the Veil:[\/u] You specialise in hunting creatures from other planes of existence. You gain Proficiency in History and can grant @[Protection](spell:3aeaaf41-34d1-4cea-8d01-b4863bfb106e) against daedra and undead.\r\n\r\n[u]Mage Breaker:[\/u] You have a history of battling spellcasters. Gain Proficiency with Arcana and gain @[True Strike](spell:d8e04dce-1557-4101-92cd-2e2166e591c7), which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for the Cantrip.\r\n\r\n[u]Ranger Knight:[\/u] You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain the spell @[Blade Ward](spell:65225a12-d8d2-4bdc-a706-2af4995c5dcb) and Proficiency with Heavy Armour.\r\n\r\n[u]Sanctified Stalker:[\/u] You swore to hunt the enemies of a holy or druidic order. Gain Proficiency with Religion and the @[Sacred Flame](spell:256f920d-b404-4256-b74a-21302be3e19c) Cantrip, which deals 1d8 Radiant damage. Wisdom is your Spellcasting Ability for the Cantrip.\r\n\r\n[hr]\r\n[img:5923634|left|300|nolink][b]Natural Explorer[\/b]\r\n[br]\r\n[i]1st level ranger feature[\/i]\r\n[br]\r\nYou are particularly familiar with one type of natural\r\nenvironment and are adept at traveling and surviving in\r\nsuch regions. You can choose an additional Natural Explorer at levels 6th and 10th.\r\nof the following five options:\r\n\r\n[u]Beast Tamer:[\/u] You have cultivated a strong bond with animals. You can cast @[Summon Familiar](spell:eb0af292-6da6-4c80-a300-3c744f778e01) as a ritual, familiars summoned with this spell will be real, rather than spectural. Also learn @[Hunter's Mark](spell:0401bf41-f2bf-473a-b080-090c8a9be917) any allied beasts can also deal the extra 1d6 damage while this spell is in effect.\r\n\r\n[u]Urban Tracker:[\/u] An expert at navigating the wild within the city, you gain Sleight of Hand Proficiency. Additonally learn to speak read and write Shadowmarks.\r\n\r\n[u]Wasteland Wanderer: Cold.[\/u] You have spent endless days surviving desolate tundras. Gain resistance to Frost damage, taking only half damage from it.\r\n\r\n[u]Wasteland Wanderer: Fire.[\/u] You have spent endless days surviving forbidding deserts. Gain resistance to Fire damage, taking only half damage from it.\r\n\r\n[u]Wasteland Wanderer: Poison.[\/u] You have spent endless days surviving fetid swamps. Gain resistance to Poison damage, taking only half damage from it.\r\n[anchor|Fighting-Style]\r\n[hr]\r\n[b]Fighting Style:[\/b]\r\n[br]\r\n[i]1st level ranger feature[\/i]\r\n[br]\r\nYou adopt a particular style of fighting as\r\nyour specialty. Choose one of the following options.\r\nYou can\u2019t take a Fighting Style option more than once,\r\neven if you later get to choose again.\r\n\r\n[u]Archery:[\/u]\r\nYou gain a +2 bonus to attack rolls you make with\r\nranged weapons.\r\n\r\n[u]Defence:[\/u]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[u]Dueling:[\/u]\r\nWhen you are wielding a melee weapon in one hand and\r\nno other weapons, you gain a +2 bonus to damage rolls\r\nwith that weapon.\r\n\r\n[u]Two-weapon Fighting:[\/u]\r\nWhen you engage in two-weapon fighting, you can add\r\nyour ability modifier to the damage of the second attack.\r\n\r\n[hr][b]Ranger Archetype[\/b]\r\n[br]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\r\nYou choose an archetype that you strive\r\nto emulate: Hunter, Beast Master or Gloom Stalker, detailed at\r\nthe end of the class description. Your choice grants\r\nyou features at 3rd level and again at 7th, 11th,\r\nand 15th level.\r\n\r\n[b]Primeval Awareness[\/b]\r\n[br]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\r\nYou 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][td][b]Primeval Awareness Spells[\/b][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr][td][b]Ranger Level[\/b][\/td]\r\n[td][b]Spell[\/b][\/td]\r\n[\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]@[Speak with Animals](spell:ca284de1-7460-46e0-ae26-3d4255391e38)[\/td]\r\n[\/tr]\r\n[tr][td]5th[\/td]\r\n[td]@[Beast Sense](spell:94aacdfd-4bb8-450e-b60b-3ac90cac2edc)[\/td]\r\n[\/tr]\r\n[tr][td]9th[\/td]\r\n[td]@[Speak with Plants](spell:4f12ffeb-c407-417d-91c5-3ac28cbf0079)[\/td]\r\n[\/tr]\r\n[tr][td]13th[\/td]\r\n[td]@[Locate Creature](spell:7a14a136-2203-4970-88c9-95c7c61c9ea6)[\/td]\r\n[\/tr]\r\n[tr][td]17th[\/td]\r\n[td]@[Commune with Nature](spell:c31cb78e-8ce1-4b11-a9c6-1d4e5c2bc213)[\/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 unless you expend a spell slot or until you finish a long rest. [anchor|Class-Features-2]\r\n\r\n[img:6591882|right|400|nolink][b]Ability Score Improvement[\/b]\r\n[br]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can\u2019t increase an ability\r\nscore above 20 using this feature. [anchor|Extra-Attack]\r\n\r\n[b]Extra Attack[\/b]\r\n[br]\r\n[i]5th level ranger feature[\/i]\r\n[br]\r\nYou can attack twice, instead of\r\nonce, whenever you take the Attack action on your turn.\r\n\r\n[b]Land's Stride[\/b]\r\n[br]\r\n[i]8th level ranger feature[\/i]\r\n[br]\r\nMoving through nonmagical\r\ndifficult terrain costs you no extra movement. You can\r\nalso pass through nonmagical plants without being\r\nslowed by them and without taking damage from them if\r\nthey have thorns, spines, or a similar hazard.\r\nIn addition, you have advantage on saving throws\r\nagainst plants that are magically created or manipulated\r\nto impede movement, such those created by the\r\n@[Entangle](spell:050544bf-5c44-4b48-b359-231ca5f333d9) spell.\r\n\r\n[b]Arcane Runes[\/b]\r\n[br]\r\n[i]9th level ranger feature[\/i]\r\n[br]\r\nAs an action, you can use woodcarver's tools to carve special sigils into a wand, staff, bow or arrow shaft, or inscribe them onto the ground as an action. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use any item bearing these runes as a spellcasting focus for your ranger spells, so long as it is within 60ft of you.\r\n\r\n[img:6591883|left|300|nolink][b]Hide in Plain Sight[\/b]\r\n[br]\r\n[i]10th level ranger feature[\/i]\r\n[br]\r\nYou can spend 1 minute creating\r\ncamouflage for yourself. You must have access to fresh\r\nmud, dirt, plants, soot, and other naturally occurring\r\nmaterials with which to create your camouflage.\r\nOnce you are camouflaged in this way, you can try\r\nto hide by dropping prone. You gain a +10 bonus to Dexterity (Stealth)\r\nchecks as long as you remain prone without taking actions, bonus actions or reactions. Once you stand up or take an action, bonus action or a\r\nreaction, you must camouflage yourself again to gain\r\nthis benefit.\r\n\r\n[b]Vanish[\/b]\r\n[br]\r\n[i]14th level ranger feature[\/i]\r\n[br]\r\nYou can use the Hide action as a\r\nbonus action on your turn. Also, you can\u2019t be tracked by\r\nnonmagical means, unless you choose to leave a trail.\r\n\r\n[b]Feral Senses[\/b]\r\n[br]\r\n[i]18th level ranger feature[\/i]\r\n[br]\r\nYou gain preternatural senses that help\r\nyou fight creatures you can\u2019t see. When you attack a\r\ncreature you can\u2019t see, your inability to see it doesn\u2019t\r\nimpose disadvantage on your attack rolls against it.\r\nYou are also aware of the location of any invisible\r\ncreature within 30 feet of you, provided that the\r\ncreature isn\u2019t hidden from you and you aren\u2019t\r\nblinded or deafened.\r\n\r\n[b]Foe Slayer[\/b]\r\n[br]\r\n[i]20th level ranger feature[\/i]\r\n[br]\r\nYou become an unparalleled hunter of your\r\nenemies. Once on each of your turns, you can add your\r\nWisdom modifier to the attack roll or the damage roll of\r\nan attack you make.\r\nYou can choose to use this feature before or after the\r\nroll, but before any effects of the roll are applied.","subclass_options":"The ideal of the ranger has two classic expressions: the\r\nHunter and the Beast Master. [anchor|Hunter]\r\n\r\n[h1]Ranger Archetype: Hunter[\/h1]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\r\nEmulating the Hunter archetype means accepting your\r\nplace as a bulwark between civilization and the terrors\r\nof the wilderness. As you walk the Hunter\u2019s path, you\r\nlearn specialized techniques for fighting the threats\r\nyou face, from rampaging trolls to\r\ntowering giants and terrifying dragons.\r\n\r\n[img:6591881|right|400|nolink][b]Hunter's Prey:[\/b]\r\n[br]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\r\nWhen you choose this archetype, you gain one of the following features.\r\n\r\n[u]Colossus Slayer:[\/u] Your tenacity can wear down\r\nthe most potent foes. When you hit a creature with a\r\nweapon attack, the creature takes an extra 1d8 damage\r\nif it\u2019s below its hit point maximum. You can deal this\r\nextra damage only once per turn.\r\n\r\n[u]Giant Killer:[\/u] When a Large or larger creature within\r\n5 feet of you hits or misses you with an attack, you can\r\nuse your reaction to attack that creature immediately\r\nafter its attack, provided that you can see the creature.\r\n\r\n[u]Horde Breaker:[\/u] Once on each of your turns when you\r\nmake a weapon attack, you can make another attack\r\nwith the same weapon against a different creature that\r\nis within 5 feet of the original target and within range\r\nof your weapon.\r\n[hr]\r\n[b]Defensive Tactics:[\/b]\r\n[br]\r\n[i]7th level ranger feature[\/i]\r\n[br]\r\nA cunning defender, you are more dangerous with your back against the wall. You gain one of the following features.\r\n\r\n[u]Escape the Horde:[\/u] Opportunity attacks against you\r\nare made with disadvantage.\r\n\r\n[u]Multiattack Defense:[\/u] When a creature hits you\r\nwith an attack, you gain a +4 bonus to AC against\r\nall subsequent attacks made by that creature for the\r\nrest of the turn.\r\n\r\n[u]Steel Will:[\/u] You have advantage on saving throws\r\nagainst being frightened.\r\n[hr]\r\n[b]Multiattack:[\/b]\r\n[br]\r\n[i]11th level ranger feature[\/i]\r\n[br]\r\nA master of standing alone in the wild, facing off against many foes, you gain one of the following features.\r\n\r\n[u]Volley:[\/u] You can use your action to make a ranged\r\nattack against any number of creatures within 10 feet\r\nof a point you can see within your weapon\u2019s range. You\r\nmust have ammunition for each target, as normal, and\r\nyou make a separate attack roll for each target.\r\n\r\n[u]Whirlwind Attack:[\/u] You can use your action to make a\r\nmelee attack against any number of creatures within 5\r\nfeet of you, with a separate attack roll for each target.\r\n[hr]\r\n[b]Superior Hunters Defense:[\/b]\r\n[br]\r\n[i]15th level ranger feature[\/i]\r\n[br]\r\nYou have mastered survival against overwhealming odds, you gain one of the following features\r\nof your choice.\r\n\r\n[u]Evasion:[\/u] You can nimbly dodge out of the way of\r\ncertain area effects, such as a red dragon\u2019s fiery breath\r\nor a lightning bolt spell. When you are subjected to an\r\neffect that allows you to make a Dexterity saving throw\r\nto take only half damage, you instead take no damage if you succeed on the saving throw, and only half\r\ndamage if you fail.\r\n\r\n[u]Stand Against the Tide:[\/u] When a hostile creature\r\nmisses you with a melee attack, you can use your reaction\r\nto force that creature to repeat the same attack against\r\nanother creature (other than itself) of your choice.\r\n\r\n[u]Uncanny Dodge:[\/u] When an attacker that you can see\r\nhits you with an attack, you can use your reaction to\r\nhalve the attack\u2019s damage against you.\r\n[anchor|Beast-Master]\r\n\r\n[img:5923784|center|1000|nolink]\r\n[h1]Ranger Archetype: Beast Master[\/h1]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\r\nThe Beast Master archetype embodies a friendship\r\nbetween the civilized races and the beasts of the world.\r\nUnited in focus, beast and ranger work as one to fight\r\nthe monstrous foes that threaten civilization and the\r\nwilderness alike. Emulating the Beast Master archetype\r\nmeans committing yourself to this ideal, working in\r\npartnership with an animal as its companion and friend.\r\n\r\n[b]Ranger's Companion[\/b]\r\n[br]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\r\nYou gain a beast companion that\r\naccompanies you on your adventures and is trained to\r\nfight alongside you. Choose a beast that is no larger than\r\nMedium and that has a challenge rating of 1\/4 or lower, at 5th level this becomes CR 1\/2 and CR 1 at 9th level, also being able to summon beasts up to Large in size.\r\n[br] Add your proficiency bonus to the beast\u2019s AC, attack rolls, and damage rolls, as well\r\nas to any saving throws and skills it is proficient in. Its\r\nhit point maximum equals its normal maximum plus four\r\ntimes your ranger level.\r\n\r\nThe beast obeys your commands as best as it can. It\r\ntakes its turn on your initiative, though it doesn\u2019t take an\r\naction unless you command it to. On your turn, you can\r\nverbally command the beast where to move (no action\r\nrequired by you). You can use your bonus action to verbally\r\ncommand it to take the Attack, Dash, Disengage, Dodge,\r\nor Help action.\r\n\r\nOnce you have the Extra Attack feature,\r\nyou can use your bonus action to command it twice, with the additional command being followed on the beasts next turn.\r\nIf you dismiss it or the beast dies, you can obtain another one on a short or long rest, either the same type of beast as\r\nbefore or a different one.\r\n\r\n[b]Exceptional Training[\/b]\r\n[br]\r\n[i]7th level ranger feature[\/i]\r\n[br]\r\nYou can now on any of your turns when\r\nyour beast companion doesn\u2019t attack, you can command the beast to take the Dash,\r\nDisengage, Dodge, or Help action on its turn without using a bonus action.\r\n\r\n[b]Bestial Fury[\/b]\r\n[br]\r\n[i]11th level ranger feature[\/i]\r\n[br]\r\nStarting at 11th level, your beast companion can\r\nmake two attacks when you command it to use the\r\nAttack action.\r\n\r\n[b]Share Spells[\/b]\r\n[br]\r\n[i]15th level ranger feature[\/i]\r\n[br]\r\nWhen you cast a spell targeting\r\nyourself, it also affect any beast companion's you control within 30 feet of you.[anchor|Gloom-Stalker]\r\n\r\n[img:6591992|left|300|nolink]\r\n[h1]Ranger Archetype: Gloom Stalker[\/h1]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\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 Valenwood, but they will go any place where evil lurks in the shadows.\r\n\r\n[b]Gloom Stalker Magic[\/b]\r\n[br]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\r\nStarting when you choose this archetype, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n\r\n[b]3rd:[\/b] @[Disguise Self](spell:8e6acf85-c7b7-4143-8179-ac488d6bcfca)\r\n[br]\r\n[b]5th:[\/b] @[Rope Trick](spell:d2f6957d-269e-47ba-b117-24606e5e8d9e)\r\n[br]\r\n[b]9th:[\/b] @[Nightmare](spell:24cb7607-9358-4d81-a608-55dc58d6d393)\r\n[br]\r\n[b]13th:[\/b] @[Greater Invisibility](spell:3db57ee7-1117-4448-b471-ca96b38a3548)\r\n[br]\r\n[b]17th:[\/b] @[Seeming](spell:84124373-000c-4c0a-b1a8-c51b1a29b427)\r\n\r\n[b]Dread Ambusher[\/b]\r\n[br]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\r\nYou 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[b]Umbral Sight[\/b]\r\n[br]\r\n[i]3rd level ranger feature[\/i]\r\n[br]\r\nYou 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\n[b]Iron Mind[\/b]\r\n[br]\r\n[i]7th level ranger feature[\/i]\r\n[br]\r\nYou 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\n[b]Stalker's Flurry[\/b]\r\n[br]\r\n[i]11th level ranger feature[\/i]\r\n[br]\r\nYou 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[b]Shadowy Dodge[\/b]\r\n[br]\r\n[i]15th level ranger feature[\/i]\r\n[br]\r\nYou can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.","table_data":"[b]Level | Proficiency Bonus | Features | Spells Known | Spells Slots per Spell Level - 1st | 2nd | 3rd | 4th | 5th[\/b]\r\n1st | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features]Favoured Enemy[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features]Natural Explorer[\/url] | 1 | 1 | - | - | - | -\r\n2nd | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Fighting-Style]Fighting Style[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420290#Spellcasting]Spellcasting[\/url] | 2 | 2 | - | - | - | -\r\n3rd | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Fighting-Style]Primeval Awareness[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420290#Hunter]Hunter[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420290#Beast-Master]Beast Master[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420290#Gloom-Stalker]Gloom Stalker[\/url] | 3 | 3 | - | - | - | -\r\n4th | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Ability Score Improvement[\/url] | 3 | 3 | - | - | - | -\r\n5th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Extra Attack[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420290#Beast-Master]Ranger's Companion[\/url] | 4 | 4 | 2 | - | - | -\r\n6th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features]Favoured Enemy Improvement, Natural Explorer Improvements[\/url] | 4 | 4 | 2 | - | - | -\r\n7th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Hunter]Defensive Tactics[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420290#Beast-Master]Exceptional Training[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420290#Gloom-Stalker]Iron Mind[\/url] | 5 | 4 | 3 | - | - | -\r\n8th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Ability Score Improvement, Land's Stride[\/url] | 5 | 4 | 3 | - | - | -\r\n9th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Arcane Runes[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420290#Beast-Master]Ranger's Companion[\/url] | 6 | 4 | 3 | 2 | - | -\r\n10th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features]Favoured Enemy Improvement, Natural Explorer Improvement[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Hide in Plain Sight[\/url] | 6 | 4 | 3 | 2 | - | -\r\n11th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Hunter]Multiattack[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420290#Beast-Master]Bestial Fury[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420290#Gloom-Stalker]Stalker's Fury[\/url] | 7 | 4 | 3 | 3 | - | -\r\n12th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Ability Score Improvement[\/url] | 7 | 4 | 3 | 3 | - | -\r\n13th | +5 | - | 8 | 4 | 3 | 3 | 1 | -\r\n14th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Vanish[\/url] | 8 | 4 | 3 | 3 | 1 | -\r\n15th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Hunter]Superior Hunters Defence[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420290#Beast-Master]Share Spells[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420290#Gloom-Stalker]Shadowy Dodge[\/url] | 9 | 4 | 3 | 3 | 2 | -\r\n16th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Ability Score Improvement[\/url] | 9 | 4 | 3 | 3 | 2 | -\r\n17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1\r\n18th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Feral Senses[\/url] | 10 | 4 | 3 | 3 | 3 | 1\r\n19th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Ability Score Improvement[\/url] | 11 | 4 | 3 | 3 | 3 | 2\r\n20th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420290#Class-Features-2]Foe Slayer[\/url] | 12 | 4 | 3 | 3 | 3 | 2","source":"","jsondata":"","tags":"D&D, Homebrew, Elder Scrolls, Skyrim","isShared":"on","templateId":"5460","blockId":"1420290","world":"f4f8efb5-511a-4465-a937-ff6eb7572bd9","folder":"26911"}