Archery Specialist. Blade has a +2 bonus to attack rolls made with ranged weapons.
Light Steps. Moving through nonmagical difficult terrain costs no extra movement and blade can move through hazardous plants without taking damage.
Natural Survivalist. Blade cannot become lost except by magical means, he can move stealthily at a normal pace, and he is exceptionally adept at foraging(collects twice as much food as typical) and tracking other creatures(learns their exact number, their sizes, and how long ago they passed through the area on a successful check).
Dreadnought Studded leather. While wearing this armor, any critical hit against blade counts as a normal hit. In addition, the Dreadnought plate armor has 150 hit points. While the armor has more than 0 hit points blade is resistant to damage dealt by weapon or spell attacks. When blade takes damage from such an attack, the armor takes the same amount of damage. If the armor has more than 0 hit points, it regains 50 hit points daily at dawn.
Regeneration. Blade regains 15 hit points at the start of his turn if he has at least 1 hit point.
Magic Weapons. Blades' attacks are magical.
Crossbow Sniper. Blade has learned how to be effective at sniping. Blade gains the following benefits:
- Blade Ignores the loading property of crossbows.
- As a bonus action, blade carefully lines up his next shot. The next ranged weapon attack has advantage and ignores half cover and three-quarters cover. If it hits, it is a critical hit. Blade loses this benefit if he moves or is forced to move before making this attack.
- Lying prone and firing from this position doesn't provoke any disadvantage or penalties on blades ranged attack rolls.
- Blade may add 1d12 piercing damage to any ranged attack roll with a crossbow. He may do this a number of times equal to his dexterity modifier. After he has finished a long rest, he regains all expended uses of this feature.
Crossbow Expert. Thanks to extensive practice with the crossbow, blade gains the following benefits:
- he ignores the loading property of crossbows with which he is proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls.
- When he uses the Attack action he can use a bonus action to attack with a crossbow he is holding.
Spellcasting. Blade is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Blade can cast the following ranger spells:
3/day: ensnaring strike, lightning arrow, snare
1/day: conjure animals, guardian of nature, hunter's mark, locate animals or plants, pass without trace, sunburst, sunbeam
Multiattack. Blade makes three weapon attacks.
The SunSword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16(2d10+5) radiant damage(plus 11(2d10) radiant damage if the target is undead).
Silvered Estoc. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9(1d8+5) piercing or slashing damage.
Silvered Repeating Crossbow. Ranged Weapon Attack: +11 to hit, range 150/500 ft., once target. Hit: 11(1d12+5) piercing damage.
Nature's veil(4/day). Blade magically becomes invisible, along with any equipment he's wearing or carrying until the start of his next turn.
Vanish. Blade takes the hide action.
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