Ranger
Base Class: Ranger

 

 

Feigning Strike

Starting at 3rd level, your strike give offer your allies a chance to escape the clutches of even the toughest foe. The first time each turn that you hit a target with a weapon attack, it takes an extra 1d4 damage from the weapon and cannot take Reactions until the start of your next turn.

At 9th level you learn to focus your attention on all your enemies and you may use your Ensnaring strike the first time you hit each different enemy on each turn.

 

Evacuator Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Evacuator Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

3 -  Find Familiar 
5 -  Rope Trick
9 -  Haste
13 - Dimension Door 
17 -  Scrying  

In the Knick of Time

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

 

Time to Move

At 7th level, you can make sure your allies get to safety when needed. Whenever you use the Help action to aid an allied creature, that creature may immediately take a Move Action.

 
 
 

Safety Measures

At 11th level, when another friendly character within 30ft of you is hit by Attack or fails a saving throw, you may use your reaction to give that friendly character temporary hit points equal to your Ranger level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a short rest.

 
 

Rescue Ranger

At 15th level, you gain the ability to help all those around you. when you use the Help action you may target an additional friendly character to receive any benefits of the Action in addition to the first target.

 

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