Additional and alternative Ranger class features, giving more to do besides (and with!) Hunter's Mark, and some spicier options at Tier 3 and 4.
Level 1: Crafty
You know Common Sign Language, or another language of your choice. Choose one of the following additional sets of proficiencies and equipment:
- Survivor. You gain proficiency in Medicine and Herbalism Kits. Add an Herbalism Kit and two doses of antitoxin to your starting equipment.
- Stalker. You gain proficiency in Stealth and Poisoner’s Kits. Add a Poisoner’s Kit, a dose of basic poison, and a hunting trap to your starting equipment.
Level 1: Vigilant
Replaces Favored Enemy
You maintain a state of awareness that fuels your effectiveness as a hunter and warden. You can expend a use of Vigilant for one of the following effects:
- You cast Hunter’s Mark without a spell slot.
- When another creature that can see or hear you fails a Constitution or Wisdom saving throw, you can use your Reaction to add 1d6 to the result, possibly turning a failure into a success.
You always have Hunter’s Mark prepared. You start with two uses of Vigilant, which you regain after a Long Rest. You gain additional uses at higher levels.
Level 3: Magical Awareness
- Your Spell Save DC increases by one for saving throws made by your Hunter’s Mark target.
- As a Magic Action, you can recover a spell slot. Expend a number of uses of Vigilant equal to the spell slot level you recover.
Level 6: Constant Vigil
In addition to Roving
- When you cast Hunter’s Mark, you may expend an additional use of Vigilant to do so without requiring your Concentration.
- If you fail a Concentration check on any Ranger spell, you may expend a use of Vigilant to succeed instead.
Level 9: Always Sharp
In addition to Expertise
- Once per turn when you hit with an attack, you deal additional force damage equal to your Wisdom modifier (minimum 1).
Level 10: Tireless
Replaces Tireless
- As a Magic Action, you can gain an amount of Temporary Hit Points equal to 1d6 plus your Ranger level. You may do so a number of times equal to your Wisdom modifier (minimum 1) per Long Rest.
- When you finish a Short Rest, regain one use of Vigilant and remove one level of Exhaustion.
Level 13: Common Enemy
Replaces Relentless Hunter
- When you cast Hunter’s Mark, you may choose a number of allies that can see or hear you, up to your Wisdom modifier (minimum 1).
- Once per turn until the spell ends, when the ally hits your target with an attack, they also deal an extra 1d6 force damage.
- You may expend additional uses of Vigilant to include additional allies.
Level 14: Untraceable
In addition to Nature's Veil
- You can expend a use of Vigilant to cast Pass Without Trace without a spell slot, and without Concentration..
Level 17: Perfect Shot
In addition to Precise Hunter
- When you hit with a weapon attack or unarmed strike, you may expend a use of Vigilant to make it a critical hit.
Level 18: Always Watching
In addition to Feral Senses
- When rolling Initiative, you and any allies that can see or hear you add your Wisdom modifier to the result.
Level 20: Natural Enemy
Replaces Foe Slayer
- After you hit a creature with an attack, you can use a Reaction to point out its weakness to up to five allies who can see or hear you.
- Until the end of your next turn, you and each ally can treat the creature’s Immunities as Resistances, ignore any other damage Resistances, and gain a +3 bonus to attack rolls against the creature.
- You can use this Reaction once per Short or Long Rest.
Comments