Base Class: Ranger
Features by Level:
- Level 3: Summiteer Spells, Cunning Precision, Expert Explorer
- Level 7: Adapt to the Extreme
- Level 11: Team Synergy
- Level 15: Fearless Adventurer
Level 3: Summiteer Spells
You add the following spells of each level to your prepared Ranger spells each day if you can cast spells of that level, not counting towards your limit of prepared spells.
- Level 1: Jump
- Level 2: Spider Climb
- Level 3: Haste
- Level 4: Freedom of Movement
- Level 5: Passwall
Level 3: Cunning Precision
You gain the following benefits:
- While within 5 feet of an ally, you add your Wisdom modifier to one die of damage when you make an attack.
- When you make an attack, you can attempt a Survival check (with a DC of 8 + the CR of the enemy you are attacking) to identify a weakness of the enemy, gaining advantage on the attack roll on a success.
Level 3: Expert Explorer
You gain the following benefits while wearing Light armor.
- Skilled Movement: You ignore natural difficult terrain and gain a Climbing speed of 25 feet.
- Nature's Veil: You have advantage on Stealth checks made to hide.
Level 7: Adapt to the Extreme
You gain resistance to Cold and Fire damage, and you ignore environmental detriments from high altitudes and high or low temperatures.
Level 11: Team Synergy
While any of your allies other than yourself are within 10 feet of you, they have advantage on attack rolls and saving throws.
Level 15: Fearless Adventurer
You are immune to the Frightened and Charmed conditions, and you gain 3d8 temporary hit points whenever a creature tries to use an ability that applies the Frightened or Charmed condition on you.
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