Base Class: Ranger
When you choose this archetype at 3rd level you may choose a martial form: Martial Arts, Rage, or Sneak Attack.
Warrior's Way
At 3rd level, you gain one martial fighting style feature of your choice.
Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and simple weapons.
You gain the following benefits while you aren’t wearing medium or heavy armor, or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and simple weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or simple weapons.
- When you use the Attack action with an unarmed strike or a simple weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a dagger, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that is equal to half your Ranger level.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged a number of times equal to half your Constitution modifier (minimum of 1), you must finish a long rest before you can rage again.
Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Warrior's Tactics
At 7th level, you gain one of the following features of your choice.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient white dragon’s icy breath or a fire ball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Feral Instincts
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Warrior's Will
At 11th level, you gain one of the following features of your choice.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Warrior's Soul
At 15th level, you gain one of the following features of your choice.
Hardened Soul
When you reach 14th level, you can no longer become frightened, and you have advantage on saving throws against magical Charm effects.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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