Ranger (5e Subclass)

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Ranger[edit]

- Fighter sublcass -

The archetypal Ranger combines martial prowess with the cunning to survive in the wild and hunt even the most dangerous prey. Those who model themselves on this archetype can disappear into the wilderness and defeat enemies through mingled stealth and lethal skill with weapons of war.

Survivalist

At 3rd level, you gain proficiency in the Nature, Stealth, and Survival skills if you dont already have it. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Natural Explorer

Beginning at 3rd level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benifits:

You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not acted yet.

In addition, you are skilled navigating the wilderness. You gain the following benefits when traveling for an hour or more:

Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Uncanny Dodge

Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

At 7th level, you can nimbily dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the savingthrow, and only half if you fail. You can only gain this benefit as long as you aren't wearing heaving armor or shield.

Improved Critical

At 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Superior Mobility

Starting at 15th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Applying Pressure

At 18th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action.

Superior Critical

At 18th level, you weapon attacks score a critical hot on a roll of 18-20.



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