Fighter
Base Class: Fighter

Masters of tracking and hunting, Knight Rangers specialize in hunting beasts, monsters, and humanoids alike. They learn to track their prey as a predator does, moving stealthily just out of sight and encircling prey with their companions. Knight Rangers focus their combat training on techniques that are particularly useful with a faithful companion or from corners unseen.

Thanks to their familiarity with nature, Knight Rangers acquire the ability to cast spells that harness nature's raw power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A Knight Ranger's talents and abilities are hones with deadly focus on the grim task of protecting nature.

Nature's Blessing

Beginning at 3rd level, you gain expertise in Wisdom (animal handling) and Wisdom (survival).

Additionally, you are particularly familiar with one type of environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, the Underdark, or urban.

While traveling in your favored terrain, you gain the following benefits:

  • Resistance to a specific damage type.
  • Difficult terrain doesn't slow your groups travel and your group can move stealthily at a normal pace.
  • Your group cannot 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 and cannot be surprised.
  • When you forage, you find twice as much foods 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.

You choose additional favored terrain types at 6th and 10th level. Additionally, at 15th level you gain an immunity to a condition based on one of your favored terrain.

Arctic

You are particularly familiar with traveling in the snowy fields and across frozen lakes. You gain resistance to cold damage.

At 15th level you gain immunity to the paralyzed condition.

Coast

You are particularly familiar with traveling along the coastal dunes and through tide pools. You gain resistance to lightning damage.

At 15th level you gain immunity to the stunned condition.

Desert

You are particularly familiar with traveling along sand dunes and through arid plains. You gain resistance to fire damage.

At 15th level you gain immunity to the blinded condition.

Forest

You are particularly familiar with traveling between the trees and through dense underbrush. You gain resistance to poison damage.

At 15th level you gain immunity to the poisoned condition.

Grassland

You are particularly familiar with traveling across rolling hills and through open plains. You gain resistance to radiant damage.

At 15th level you gain immunity to the restrained condition.

Mountain

You are particularly familiar with traveling over craggy peaks and along sheer cliffs. You gain resistance to thunder damage.

At 15th level you gain immunity to the deafened condition.

Swamp

You are particularly familiar with traveling across boggy waters and stagnant swamps. You gain resistance to acid damage.

At 15th level you gain immunity to the frightened condition.

Underdark

You are particularly familiar with traveling through shrouded caverns and across darkened lakes. You gain resistance to necrotic damage.

At 15th level you gain immunity to the charmed condition.

Urban

You are particularly familiar with traveling through dim alleys and across rooftops. You gain resistance to psychic damage.

At 15th level you gain immunity to the grappled condition.

Nature's Defender

At 3rd level, you gain one of the following features of your choice.

Faithful Companion.
Your travels have brought you in contact with many beasts of the world. You have learned to tame and travel with these beasts.

Silent Stalker.
You have honed your skills in tracking and hunting, you gain the ability to mystically track your quarry and target their weak points in combat.

Faithful Companion

You have learned how to call to the forces of nature to lend you aid in the form of a beast companion. This beast uses the Faithful Companion stat block. When you sue this feature choose an environment: Air, Land, or Water. The creature is an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The beast remains with you until  it fails three death saving throws or you dismiss it.

The Creature is an ally to you and your companions. In combat, the creature shares you initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the dodge action and uses it move to avoid danger.

Faithful Companion

Armor Class 11 + your proficiency bonus (natural armor)

Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd

Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)

STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
4 (−3)
WIS
14 (+2)
CHA
5 (−3)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Multiattack. The beast makes a number of attacks equal to half your proficiency bonus (rounded down).

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + your proficiency bonus piercing damage.

At 7th level the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Silent Stalker

Having honed your skills in tracking and hunting, you gain the ability to mystically track your quarry and target their weak points in combat.

Stalker's Quarry.
You can choose a creature you can see within 90 feet and mystically mark them as your quarry. You have advantage on any Wisdom (perception) or Wisdom (survival) check you make to find it. You may expend an additional use of this feature to learn the direction and distance of your marked quarry as long as they are on the same plane of existence as you.

The first time on each of your turns that you hit your marked quarry with a weapon attack, you deal an extra 1d6 damage. If the target drops to 0 hit points before you take a long rest, you can use a bonus action on a subsequent turn of yours to mark a new creature.

You can use this feature to mark a a creature a number of time equal to your proficiency bonus, and regain all expended uses when you finish a long rest. The additional damage becomes 2d6 at 10th level and 4d6 at 15th level.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Spell Slots

The Knight Ranger Spellcasting table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know three 1st-level ranger spells of your choice.

The Spells Known column of the Knight Ranger Spellcasting table shows when you learn more ranger spells of 1st level or higher.  For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the ranger spells you know with another spell of your choice from the ranger spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since you learn your spells through study of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Fighter Level

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

2

—

—

—

4th

4

3

—

—

—

5th

4

3

—

—

—

6th

4

3

—

—

—

7th

5

4

2

—

—

8th

6

4

2

—

—

9th

6

4

2

—

—

10th

7

4

3

—

—

11th

8

4

3

—

—

12th

8

4

3

—

—

13th

9

4

3

2

—

14th

10

4

3

2

—

15th

10

4

3

2

—

16th

11

4

3

3

—

17th

11

4

3

3

—

18th

11

4

3

3

—

19th

12

4

3

3

1

20th

13

4

3

3

1

Tools of Nature

At 3rd level, you have learned which plants are safe and which plants can be used to harm.

Herbalist

You gain proficiency with the herbalism kit.

Poisoner

You gain proficiency with the poisoner's kit.

Strider

Starting at 7th level while in your favored terrain, moving through nonmagical difficult terrain costs you no extra movement. In addition you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those caused by entangle

Faithful Companion.
If you chose this option at level 3, your Faithful Companion also gains this feature.

Silent Stalker.
If you chose this option at level 3, on a successful save you may move up to half your movement to escape the effected terrain when you use this feature.

Natural Predator

Starting at 10th level, you draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

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

Faithful Companion.
If you choose this option at level 3, your Faithful Companion also becomes invisible when you do.

Silent Stalker.
If you chose this option at level 3, you don't lose the invisible condition unless you deal damage before the start of your next turn.

Improved Nature's Blessing

Starting at 15th level, One of your favored terrain gives you immunity from a condition specific to the terrain.

Arctic

You are particularly familiar with traveling in the snowy fields and across frozen lakes. You gain immunity to the paralyzed condition.

Coast

You are particularly familiar with traveling along the coastal dunes and through tide pools. You gain immunity to the stunned condition.

Desert

You are particularly familiar with traveling along sand dunes and through arid plains. You gain immunity to the blinded condition.

Forest

You are particularly familiar with traveling between the trees and through dense underbrush. You gain immunity to the poisoned condition.

Grassland

You are particularly familiar with traveling across rolling hills and through open plains. You gain immunity to the restrained condition.

Mountain

You are particularly familiar with traveling over craggy peaks and along sheer cliffs. You gain immunity to the deafened condition.

Swamp

You are particularly familiar with traveling across stagnant swamps and through muddy marshes. You gain immunity to the frightened condition.

Underdark

You are particularly familiar with traveling through shrouded caverns and across darkened lakes. You gain immunity to the charmed condition.

Urban

You are particularly familiar with traveling through dim alleys and across rooftops. You gain immunity to the grappled condition.

Nature's Master

At 18th level, You gain preternatural senses that help you detect creatures you can't see. You gain 15 feet of blindsight, provided you are not blinded or deafened.

Faithful Companion.
If you chose this option at level 3, when you cast a spell targeting yourself, you can also affect your Faithful Companion with the spell if the beast is within 30 feet of you. Additionally your Faithful Companion gains all resistances and immunities that you have.

Silent Stalker.
If you chose this option at level 3, you gain the Counterstrike reaction.

Counterstrike

At 18th level, you gain the ability to counterattack when your quarry tries to sabotage you. If the target of your Stalker's Quarry forces you to make a saving throw, you can use your reaction to teleport up to half your movement and make one weapon attack against the creature. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Once you use this feature, you can't use it again until you finish a short or long rest.

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