Ranger
Base Class: Ranger

Rovers are rangers who quickly adapt to the terrain they are travelling in and protect themselves and allies from the dangers. They have both offensive and defensive capabilities along with few techniques up their sleeve for survivability. Unlike other rangers they are not bound to their terrain but make whatever terrain they are in their own.

Supreme Hunter

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Rover Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Supreme Hunter. You always have Hunter's Mark spell prepared. Once after you casted Hunter's Mark spell and if you are still concentrating on it, on your subsequent turns as a bonus action you can choose and mark a different creature as a quarry if the target is your favored enemy. You can ignore the spell's condition to reduce the target to 0 hit points to move the hunter's mark.

Rover Spells

Ranger Level Spell
3rd hunter's mark,shield
5th Mirror image
9th Haste
13th Death ward
17th Antilife shell

Adaptable

At 3rd level, you master the art of adapting to the terrain you are currently in. When you travel or spend at least 1 hour in a terrain then you adapt yourself to it. You can expend a spell slot and change one of the choices of your favored terrain to the current terrain or similar as favored terrain.

You gain all the benefits that the core Ranger class provides with natural explorer feature along with few additional benefits.

- Rover's intuition. When you make perception or survival or nature checks in the favored terrain, you can roll a Rover's intuition dice (d4) and add it to the roll. You have advantage on Animal handling checks to control animal mounts. You gain proficiency in Vehicles on land and water.

- Natural Adventurer. As long as you are in your favored terrain, You can use your bonus action to grant yourself or any one creature within 5 ft of you advantage on next Strength or Dexterity or Constitution based ability check.

Durable

Durable. Starting at 3rd level, unlike other rangers you memorize the entire Ranger spell list and become a prepared spell caster. In your favorite terrain, you can prepare the list of Ranger spells that are available to you to cast, choosing from Ranger spell list. When you do so, choose a number of Ranger spells equal to your Wisdom modifier + your Ranger Level (minimum of one spell). The spells must be of a level for which you have spell slots. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Ranger spells requires time spent at least 1 minute per spell level for each spell on your list.

Remarkable Tracker

Starting at 7th Level.

Primeval Intuition. When you use your Primeval awareness as a Ranger in your favored terrain and if the type of the creature you choose is within 1000 feet of you then you can sense the direction of the creature's location for 1 hour per level of spell slot you expend as if you are concentrating on a spell. If the creature is moving then you know the direction of its movement as long as you are concentrating on it. 

Supreme Quarry. When you spend at least 1 hour studying a creature then you can read and adapt yourself to its weaknesses. You can change one of the choices of your favored enemy matching to that creature type or similar by expending a spell slot.

Tough

Starting at 11th level.

Tough. Once per short rest, as an action you can grant yourself resistance to all kinds of damage from attacks and spell effects from one creature type that belongs to your favored enemy for 1 minute. You can use this feature again after a short or long rest. 

Improved Intuition. Your Rover's intuition dice increases from 1d4 to 1d6. Whenever you make an ability check that lets you add proficiency bonus or Rover's intuition dice, you can treat a d20 roll of 9 or lower as a 10.

Territorial Guardian

Starting at 15th level.

Furious. Your weapon attacks will score a critical hit on a roll of 19 or 20 on creatures from your favored enemy. Additionally on any creature When you score a critical hit on an attack roll then you roll the damage dice thrice instead of twice. The creature then starts bleeding and it takes half of the total damage of this attack at the end of its next turn. 

Last stand. Once per long rest as a bonus action, You can grant all your allies within 15 feet radius of you resistance to all kinds of damage from attacks and spell effects by one creature type that belongs to your favored enemy for 10 minutes. You can again use this feature after a long rest. 

Supreme Intuition. You can add your Rover's intuition dice roll to any Constitution and Wisdom saving throws against spells and magical effects in your favored terrain or against your favored enemy.

Rover Image

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