Ranger
Base Class: Ranger

Tacticians are often found leading groups of adventures, be it through a dark dungeon or a sunny sea-side port town. They are charismatic and enjoy the company of groups more so than being alone. They have an insatiable thirst for knowledge and never stop learning. They document and study their encounters, both combat and social, which makes them deadly adversaries on the battlefield and cunning opponents in negotiations.

Tactician Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Trapper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Any spell with an * allows you to designate a number of creatures equal to your Wisdom modifier (minimum of one) that are unaffected by the spell and the spell does not require concentration.

Tactician Spells

Ranger Level Spell
3rd entangle*
5th detect thoughts
9th

conjure barrage*

13th arcane eye
17th

insect plague*

Encounter Journal

Tacticians meticulously document every encounter they have, both social and combat. They place a value on this information and encode it by writing in a mix of all languages they know when recording information. You have a journal that you use to document all of your encounters This documentation allows you to expand you ranger abilities in the following ways:

  • You add your proficiency bonus to damage rolls against your favorite enemies.
  • Mark each time you have an encounter with any creature based on type; aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids (all), monstrosities, oozes, plants, or undead.
  • You can only count 1 encounter per day. Once you have had 10 encounters with an enemy type, you may apply any combat bonus' bestowed by your favored enemy ability as if the creature type were a favored enemy.

Social Savant

At 3rd level your prowess in interacting with people is such that you can negotiate almost any situation. You gain proficiency in your choice of two of the following skills: Insight, Persuasion, Intimidation, Deception, and Performance. You have expertise in the chosen skills. You also learn two languages of your choice and you learn one additional language every Ranger lever after 3.

Reconnoiter

By 7th level, your ability to anticipate the outbreak of combat is unparalleled. With your guidance you ensure that your party has the best chance to act first in combat. Once a day you can add your proficiency bonus to your initiative rolls. Additionally, using your advantage on initiative, you can always replace the lower of your two initiative rolls (including modifiers) for any allies initiative roll that is lower.

Call for Aid

At 11th level, you learn to attack as a unit. Once on each of your turns when you make a weapon attack, you can call on an ally to attack the same target. The ally has advantage on that attack roll, but must use their reaction to make the attack.

No Escape

Starting at 15th level, upon a successful hit on an enemy, you can mark the target such that for 1 minute they gain no benefit from being unseen and all attacks on that creature ignore all but total cover and have advantage. Once you use this feature you must finish a short or long rest to regain use of it.

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