Fighter
Base Class: Fighter

You have spent enough time in nature that you have learned many of it's secrets, including it's magic.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Cantrips

You do not learn any cantrips.

Spell Slots

The Woodland Wanderer Spellcasting table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell hunter's mark and have a 1st-level and a 2nd-level spell slot available, you can cast hunter's mark using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level ranger spells of your choice.

The Spells Known column of the Woodland Wanderer Spellcasting table shows when you learn more ranger spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the ranger spells you know with another spell of your choice from the ranger spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since you learn your spells through your connection with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Woodland Wanderer Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

0

3

2

4th

0

4

3

5th

0

4

3

6th

0

4

3

7th

0

5

4

2

8th

0

6

4

2

9th

0

6

4

2

10th

0

7

4

3

11th

0

8

4

3

12th

0

8

4

3

13th

0

9

4

3

2

14th

0

10

4

3

2

15th

0

10

4

3

2

16th

0

11

4

3

3

17th

0

11

4

3

3

18th

0

11

4

3

3

19th

0

12

4

3

3

1

20th

0

13

4

3

3

1

Master of the Hunt

You know the hunter's mark spell, it does not count as one of your spells known, and when you cast it it does not require concentration. You can only have 1 Hunter's Mark up at a time.

Student of Nature

You gain proficiency in  2 of the following Animal Handling, Medicine, Nature, Survival, Herbalism kit.

Animal handling and Herbalism Kit

You gain Proficiency in an Animal Handling and Herbalism Kit

Animal Handling and Medicine

You gain Proficiency in Animal Handling  & Medicine.

Animal Handling and Nature

You gain proficiency in Animal Handling and Nature

Animal Handling and Survival

You gain Proficiency & in Animal Handling and Survival.

Medicine and Herbalism Kit

You gain Proficiency in Medicine and Herbalism Kit.

Medicine and Nature

You gain Proficiency in Medicine and Nature.

Medicine and Survival

You gain proficiency in Medicine and Survival.

Nature and Herbalism Kit

You gain Proficiency in Nature and Herbalism Kit.

Nature and Survival

You gain Proficiency in Nature and Survival.

Survival and Herbalism KIt

You gain Proficiency in Survival and Herbalism KIt.

Survivalist's Instinct

Your time in the wild's has given you the knowledge needed to bring your ally's back into the fight.

Starting at 7th level, you can forgo one of your attacks when you take the attack action to make a medicine check to stabilize a creature that has fallen to 0 hp.

When you make a Medicine check to stabilize an ally you can heal them by a number of hit points equal to your Medicine check -10.

You can grant hp with this ability a number of times equal to your proficiency bonus per long rest. You can expend a spell slot of any level to do this additional times.

Swift Step

At 10th level, you gain the ability to dash or disengage as a bonus action. You now also know the misty step spell, which does not count against your spells known, and can cast it once per long rest without expending a spell slot.

Nature's Warrior

At 15th level, on the turn that you cast hunter's mark and any turn that you shift your Hunter's Mark due to the death of your quarry, you may make one additional attack against the marked creature as a part of the same bonus action.

Hunter's Surprise

Starting at 18th level, You have advantage on initiative rolls against any creature you have been tracking in the past hour. Additionally, you score a critical hit on a 19 or 20 against any creature that you have spent at least 1 hour tracking or watching.

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