Ranger
Base Class: Ranger

Emulating the Hunter archetype means accepting your place as a bulwark between the people you protect and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres to towering giants and terrifying dragons.

Hunter Features

RANGER Level Feature
3rd Hunter Magic, Hunter's Prey
7th Defensive Tactics
11th Multiattack
15th Superior Hunter’s Defense

Hunter Magic

3rd-level Hunter feature

You learn additional spells when you reach certain levels in this class, as shown in the Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Hunter Spells

Hunter’s Prey

3rd-level Hunter feature

At 3rd level, you gain one of the following features of your choice. You can also replace one of these features you know with a different one whenever you finish a short or long rest.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature at advantage immediately after its attack, provided that you can see the creature.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

7th-level Hunter feature

At 7th level, you gain one of the following features of your choice. You can also replace one of these features you know with a different one whenever you finish a short or long rest.

Escape the Horde

Your movement no longer provokes opportunity attacks.

Multiattack Defense

When a creature hits you with an attack, you gain a bonus to your AC equal to your Wisdom modifier against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being charmed or frightened.

Multiattack

11th-level Hunter feature

At 11th level, you gain one of the following features of your choice. You can also replace one of these features you know with a different one whenever you finish a short or long rest.

Volley

You can use your action to make a ranged attack against any number of creatures within 15 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Creatures hit by this attack take bonus damage equal to your Wisdom modifier.

Superior Hunter’s Defense

15th-level Hunter feature

At 15th level, you gain one of the following features of your choice. You can also replace one of these features you know with a different one whenever you finish a short or long rest.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

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.

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