Base Class: Ranger
Vigilants are rangers who specialize in remaining ever watchful and use the the features of their environment to their advantage. Vigilant are prized by militaries as scouts, guides, and sentries.
Vigilant Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Vigilant Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Vigilant Spells
| Ranger Level | Spell |
|---|---|
| 3rd | true strike |
| 5th | skywrite |
| 9th | haste |
| 13th | sending |
| 17th | legend lore |
Vigilant Endurance
At 3rd level, you master your ability to push yourself. You gain the following benefits:
-You only need to drink and eat half the required amount to sustain yourself as long as you eat four times your required amount once a month.
-The time it takes for you to complete a short and long rest is cut in half
- You can overcome Exhaustion with a wisdom save. The Dc is 10 plus 5 for every subsequent day you use this ability.
Ever Watchful
Starting at 3erd lv you have mastered your skills of being alert and aware of your surroundings. When you make a Wisdom (Perception) or Intelligence (Investigation) check, you can treat a d20 roll of 9 or lower as a 10.
Terrain Mastery
By 7th level, you have honed your ability to use your surroundings to your advantage. Based on you positioning in combat you can use your bonus action to gain one of the following benefits:
Back to The Wall- If you are 5ft form a wall or similar obstruction and an a melee attack roll is made against you, you may use your reaction to cause that roll to be made at disadvantage.
Open Field- If you are surrounded by at least 5ft a 5ft open space not including allies or enemies, ranged attack rolls have disadvantage against you and whenever you hit with an attack you may move without provoking an attack of opportunity.
High Ground- If you are at least 5ft above an opponent, you have advantage on attack rolls and deal an extra die of damage.
Low Ground- If you are at least 5ft below an opponent, attack rolls made by that opponent have disadvantage.
Behind Cover- If you have half or three quarters cover behind an object, you have advantage on ranged attack rolls.
-On the Edge: If you are at least 5ft from an edge or cliff face, take the dodge action, and a melee attack roll made on the same elevation, or shove action is made against you: you may switch positions with that opponent bypassing the shove action. This ability does not negate damage.
Tactial Direction
Starting at 11th lv, you have the ability to share your skill at using the terrain with others.
You can give a ally in sight that can hear you the benefit of a Terrain Mastery effect based on their positioning for 1 round as a reaction. If that ally moves on their turn they loose this benefit. This ability is usable a number of times per long rest equal to your Wisdom modifier.
Undaunted
Starting at 15 lv your perceptive abilities reach their peak and you react quicker than what would normally be expected.
You have advantage on initiative and whenever an opponent gets advantage on an attack roll against you you may change it to disadvantage once per short rest.
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