Base Class: Ranger
You realize that it is sometimes better to take risks than it is to remain careful. As you walk the path of the Risk Taker, you find that you perform better under pressure, and you gain several benefits at the cost of safety and security.
Adrenaline
3rd-level Risk Taker Feature
Becoming injured heightens your senses. These benefits are applied as the line between life and death grows thinner. At level three, you can choose two of the following:
- When you are damaged by an enemy hostile towards you, you can use your reaction to mark the attacker as your favored enemy for one minute, or until you fall unconscious or drop to 0 hit points. You can use this feature a number of times equal to your proficiency bonus.
- Once per turn, you may expend one use of your spell slots to dash as a bonus action. If you choose to consume a spell slot of third level or higher, you may choose to dodge as a bonus action instead.
- Standing up from the prone position costs 0 movement, and melee attacks do not have advantage on you while you are prone (while you are conscious).
Whenever you gain a level in this class, you may choose to replace one of these features with a different feature.
Life on the Line
3rd-level Risk Taker feature
Whenever you take a short rest and you are below one-half of your maximum health, you may choose to not heal during the short rest. In return, you may roll a hit die and regain a number of expended ability slots that recharge on a long rest or spell slots equal to half of the number you rolled, rounded up (minimum of 1).
Survival Instincts
7th-level Risk Taker feature
Your experience in the wild helps you make better decisions about when enough is enough. In dire situations, you find that the best solution is to end the problem as quickly as possible.
- You learn the Absorb Elements spell and the Blur spell. These do not count against the number of Ranger spells that you can learn.
- As you level up in this class, you unlock the following spells, which also do not count against the number of Ranger spells that you can learn:
- 9th Level: Counterspell
- 13th Level: Freedom of Movement
- 17th Level: Wrath of Nature
Additionally, while you are below one-half of your maximum health, and once per turn, you may choose one of the following:
- When you hit a creature with an attack, you may increase the damage roll by 1d6 and gain temporary hitpoints equal to the number rolled plus your proficiency bonus.
- When you take the dodge action, you have resistance against the next attack roll that hits you.
- You may cast a spell with a casting time of one action as a bonus action by expending a number of spell slots equal to the level of the spell you choose to cast the spell at.
Undying Will
11th-level Risk Taker feature
- You have learned how to pull yourself through the toughest of situations. Whenever damage reduces you to 0 hit points, you may make a Constitution saving throw (DC equals 10 plus the damage taken). On a successful save, you drop to 1 hit point instead.
You can use this feature a number of times equal to your proficiency bonus.
Wild Resilience
15th-level Risk Taker feature
- You have learned to make the best out of even the most dangerous situations. You gain proficiency in Constitution saving throws. If you already have proficiency in Constitution saving throws, you instead gain proficiency in your choice of either Intelligence or Wisdom saving throws.
- If you succeed a Constitution saving throw by 5 or more, you take no damage against spells that deal half damage on a success, and you regain a number of hit points equal to the number rolled minus the saving throw DC.
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