Ranger
Base Class: Ranger

Using your keen abilities to weave in and out of combat, striking your foes with precision and vengeance, you wield your longbow and whip with perfection taught to you by the world. 

Master of Whip and Bow

  • You gain a +2 bonus to attack rolls you make with a whip.
  • When you use a whip, its damage die changes from d4 to d6.
  • When you hit a creature no more than one size larger than you with a whip on your turn, you can use a bonus action to pull the target up to 5 feet towards you, attempt to grapple it, or try to knock it prone.
  • You gain a +1 bonus to attack rolls you make with a Bow.
  • When you use use a action to make an attack with a Bow, you can take a Bonus Action to attack again with the Bow or Whip

 

Movement of a Survivor

Using your experience in battle, you can maneuver in battle with ease. Taking this ability at 3rd level allows you to take the Dash, Disengage, or Hide action as a Bonus Action.

 

Hunter's Intuition

Taking this ability at level 7 you gain the following abilities:

You crit. on an attack roll of 19 in addition to 20

Choose one of the following abilities:

Humanoid Slayer: When attacking any creature the same size as you, roll and extra 1d8 damage to whatever weapon you are using

Colossal Bane: When fighting an enemy one size or larger than you, you may take an addition attack against the creature. Roll to hit for this attack.

Horde Breaker: When in combat with 3 or more enemies, when you hit a creature, you may make another attack against a different enemy within 15 feet of that creature.

Once you reach level 11, you may choose another one of these options.

Colossal Bane

When attack a creature one size or larger than you, you may make another attack against it. Roll for this attack

Horde Breaker

When fighting 3 or more enemies, when you attack a creature, you may roll to hit another creature within 15 feet of the first creature that you can see.

Humanoid Slayer

When fighting against a creature of the same size as you, roll an additional 1d8 damage with whatever weapon you are using.

Survivor of the World

When taking this ability at 11th level, you gain the following benefits:

You may add your Wisdom Modifier to Initiative and Armor class.

When wearing Medium Armor, you don't take stealth disadvantage.

Your movement speed is increased by 10ft

As Swift as the Wind

At 15th level you gain the following abilities:

Any Attacks of Opportunity made against you will have disadvantage

You gain a third attack on your turn

Choose one of the following feats: 

Reliable Wisdom: When making a check that requires your Wisdom modifier, you have advantage on the roll. In addition to this, if you roll below a 10, any rolls are counted as a dice roll 10. 

Evasion: When you must make a Dexterity Saving throw to take half damage, if you succeed you take no damage, if you fail you take half damage.

Wind Walk: Taking double movement, you can run across water and wall run on vertical surfaces. 

Reactive Speed: Using your reaction, if an enemy makes a ranged attack at you (including spells), you increase your AC by 2 against the attack. 

At level 20, you may choose two more of these feats.

Evasion

When you must make a Dexterity Saving throw to take half damage, if you succeed you take no damage, if you fail you take half damage.

 

Reactive Speed

Using your reaction, if an enemy makes a ranged attack at you (including spells), you increase your AC by 2 against the attack. 

Reliable Wisdom

When making a check that requires your Wisdom modifier, you have advantage on the roll. In addition to this, if you roll below a 10, any rolls are counted as a dice roll 10. 

Wind Walk

Taking double movement, you can run across water and wall run on vertical surfaces. 

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