Ranger
Base Class: Ranger

Travelers are masters of movement and exploration. They learn to navigate the world without hindrance, turning difficult terrain and natural obstacles into opportunities rather than impediments.

Through constant motion, they develop a supernatural awareness of their surroundings, allowing them to strike while on the move and evade their enemies with remarkable speed. As their mastery grows, nothing can hold them back, and the journey itself becomes their greatest strength.

Level 3: Wild Explorer

Unhindered Movement : Moving through nonmagical difficult terrain costs you no extra movement and you do not take damage from nonmagical damaging hazard. In addition, you have advantage on saving throws against spells that impede movement, such as the entangle spell and you gain resistance to the damage type of those spells.

Wild Strikes : When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.

Level 3: Evasive Maneuvers

When you cast Hunter's Mark and when you use your bonus action to move the mark, you can use the Disengage or the Dash action as part of that bonus action.

Additionally, while is not your turn if a creature marked by your Hunter’s Mark comes within 5 feet of you, you can use your reaction to use the Dash action without provoking opportunity attacks.

Level 3: Traveler Spells

When you reach a Ranger level specified in the Traveler Spells table, you thereafter always have the listed spells prepared.

Winter Walker Spells
Ranger Level Prepared Spells
3 Longstrider
5 Misty Step
9 Haste
13 Freedom of Movement
17 Tree Stride

Level 7: Traveler's Focus

You do not lose Concentration on Hunter's mark when you start casting another Ranger spell that requires Concentration. You gain proficiency in Constitution or Wisdom saving throws (your choice).

Level 11: Evasive Strike

When you use the Dash action as an action, a bonus action or a reaction, you can make one Weapon Attack as part of this action, bonus action or reaction just before or after you move. You can activate the Slow or Topple mastery property  in addition to a different mastery property you’re using with that weapon.

Level 15: Endless Journey

Boundless : You have immunity to the Exhaustion, Grappled, Prone and Restrained conditions

Beyond Limits : You gain a 10ft bonus to your Walking Speed. You gain a Fly Speed and a Swimming Speed equals to your walking speed.

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