Ranger
Base Class: Ranger

The Path of the Totem Hunter is a spiritual journey, as the ranger accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your hunter rage.

Most hunter tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Wisdom modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Totem Warrior

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a strength totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the perceptive, your eyes turn bright yellow.

Your totem is an animal trait that is appropriate to your homeland. You gain traits according to your group of animal spirits.

Resilience. While raging, you have resistance to all damage except psychic damage. This resilient trait makes you tough enough to stand up to any punishment.

Perceptive. While you're raging and aren't wearing heavy armor, you gain advantage on Wisdom saving throws. This perceptive trait makes you more likely to see through illusions.

Swiftness. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. You can also use the Dash action as a bonus action on your turn. The swiftness traits make you extraordinarily fast.

Strength. While raging, you can make a melee weapon attack as a bonus action, and your melee weapon attacks deal an extra 1d6 damage while raging. The strength traits make you fierce in battle.

Pack. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The pack trait makes you a leader.

Pack Totem

While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The pack trait makes you a leader.

Perceptive Totem

While you're raging and aren't wearing heavy armor, you gain advantage on Wisdom saving throws. This perceptive trait makes you more likely to see through illusions.

Resilience Totem

While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Strength Totem

While raging, you can make a melee weapon attack as a bonus action, and your melee weapon attacks deal an extra 1d6 damage while raging. The strength traits make you fierce in battle.

Swiftness Totem

While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. You can also use the Dash action as a bonus action on your turn. The swiftness traits make you extraordinarily fast.

Spirit Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • When you attack with a magic weapon, you can use your Wisdom modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • When you make a melee weapon attack using Wisdom, you deal an additional 1d4 damage.
  • You have resistance to bludgeoning, piercing, and slashing damage. Plus gain the benefit of your chosen spirit.

If you are able to cast spells, you can't cast them or concentrate on them while raging. This does not include Favored Foe or Favored Enemy.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

You can rage a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When 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.

Steel Will

You have advantage on saving throws against being frightened.

Battlewise

At 11th level, you add your Wisdom modifier to your initiative and saving throws.

Superior Defenses

At 15th level, you gain one of the following features of your choice.

Commander

When a creature you can see within 60 feet of you succeeds on an attack roll, an ability check, or a saving throw. You can use your reaction to cause the creature to reroll the d20 and use the lower roll. You can then choose a different creature you can see within range. The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes until the start of your next turn.

Hardy Warrior

Your maximum for Wisdom and Constitution scores are now 24.

Stand United

If you have an ally within 5 feet of you. You and your ally gain +2 armor.

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