Base Class: Ranger
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Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 7th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Sentry Command
You choose from 2 options.
Covering Fire
You can use your action to distract the enemy. When you make a attack roll, you can maneuver a ally into a a more advantages position. The creature can move up to half speed without provoking opportunity attacks.
You can do this a number of times equal to your dexterity modifier. You regain all uses after a short or long rest.
Focused Attack
Before the end of your next turn, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of +1) to one ability check or attack roll you make using Strength.
Know your enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels, if any
- Fighter class levels, if any
Ambush Master
Starting at 11th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Swift Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn
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