Magic Weapons. The ranger's weapon attacks are treated as magical.
Sneak Attack (1/Turn). The ranger deals an extra 10 (3d6) damage if they hit a target with a weapon attack when they had advantage on the attack roll.
Multiattack. The ranger makes three gore attacks.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Psychic Storm (Recharge 5-6). The Carcerian ranger releases a pulse of psychic energy. All creatures within 20 feet of the ranger take 36 (8d8) psychic damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails their saving throw is stunned for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.
Planar Tracking (Recharge after a Long Rest). The ranger concentrates on an object once owned or touched by a potential target. The target must make a DC 16 Wisdom saving throw (no matter where the target is located, assuming they are not somewhere protected against divination effects). If the save fails, the ranger senses the shortest, most direct physical route to the nearest extraplanar portal, magic item that grants planar travel, or other method for being transported to the plane of existence that leads to the quarry. From there, the ranger senses the direction and distance to the target, or senses the direction to the next nearest planar leg of their tracking journey. The ranger retains the fix until they finish their next long rest, at which time they can choose to keep the previously obtained fix, or let it go to begin tracking a new target.
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