Ranger Profession in Dierde | World Anvil

Ranger

Ranger [–] Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.   After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.   Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.   Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.   Deadly Hunters [–] Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.   Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.   Independent Adventurers [–] Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.   This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.   Creating a Ranger [–] As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.   What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?   Quick Build [–] You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.   The following information is from Xanathar’s Guide to Everything, page 40.   “I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together.”   — Soveliss   Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.   A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.   If you're creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.   View of the World [–] A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect—though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.   If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?   View of the World d6 View 1 Towns and cities are the best places for those who can't survive on their own. 2 The advancement of civilization is the best way to thwart chaos, but its reach must be monitored. 3 Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more. 4 Walls are for cowards, who huddle behind them while others do the work of making the world safe. 5 Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild. 6 Cities breed weakness by isolating folk from the harsh lessons of the wild. Homelands [–] All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.   Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?   Homelands d6 Homeland 1 You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell. 2 As part of a group of nomads, you acquired the skills for surviving in the desert. 3 Your early life in the Underdark prepared you for the challenges of combating its denizens. 4 You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones. 5 Because you grew up among the peaks, finding the best path through the mountains is second nature to you. 6 You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice. Sworn Enemy [–] Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.   What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?   Sworn Enemies d6 Enemy 1 You seek revenge on nature's behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal. 4 You find your foe fascinating, and you collect books of tales and history concerning it. 5 You collect tokens of your fallen enemies to remind you of each kill. 6 You respect your chosen enemy, and you see your battles as a test of respective skills. Favored Enemy PHB p89 [–] Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.   Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.   When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.   Favored Foe TCE p56 [–] 1st-level ranger optional feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature   When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).   The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.   You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.   Natural Explorer PHB p89 [–] You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.   While traveling for an hour or more in your favored terrain, you gain the following benefits:   Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.   Deft Explorer TCE p56 [–] 1st-level ranger optional feature, which replaces the Natural Explorer feature   You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.   Canny [–] Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.   You can also speak, read, and write two additional languages of your choice.   Fighting Style PHB p89 [–] At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Archery PHB p72 [–] You gain a +2 bonus to attack rolls you make with ranged weapons.   Blind Fighting TCE p41 [–] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.   Defense PHB p72 [–] While you are wearing armor, you gain a +1 bonus to AC.   Druidic Warrior TCE p57 [–] You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.   Dueling PHB p72 [–] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Thrown Weapon Fighting TCE p42 [–] You can draw a weapon that has the thrown property as part of the attack you make with the weapon.   In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.   Two-Weapon Fighting PHB p72 [–] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Spellcasting PHB p89 [–] By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.   Spell Slots [–] The Ranger 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.   Spells Known of 1st Level and Higher [–] You know two 1st-level spells of your choice from the ranger spell list.   The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability [–] Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to 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 Spellcasting Focus TCE p56 [–] 2nd-level ranger optional feature   You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.   Ranger Archetype PHB p89 [–] At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.   Primeval Awareness PHB p89 [–] Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.   Primal Awareness TCE p56 [–] 3rd-level ranger optional feature, which replaces the Primeval Awareness feature   You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.   Primal Awareness Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.   Ability Score Improvement PHB p89 [–] When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.   Martial Versatility TCE p56 [–] 4th-level ranger optional feature   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.   Extra Attack PHB p89 [–] Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Favored Enemy and Natural Explorer improvements PHB p89 [–] At 6th level, you gain an additional favored terrain.   At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.   Deft Explorer Improvement TCE p56 [–] You gain an additional benefit when you reach 6th level in this class.   Roving [–] Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.   Ranger Archetype feature PHB p89 [–] At 7th level, you gain a feature granted to you by your Ranger Archetype.   Ability Score Improvement PHB p89 [–] When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.   Land's Stride PHB p89 [–] Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.   Hide in Plain Sight PHB p89 [–] Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.   Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.   Nature's Veil TCE p56 [–] 10th-level ranger optional feature, which replaces the Hide in Plain Sight feature   You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Natural Explorer improvement PHB p89 [–] You gain an additional favored terrain.   Deft Explorer Improvement TCE p56 [–] You gain an additional benefit when you reach 10th level in this class.   Tireless [–] As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.   Ranger Archetype feature PHB p89 [–] At 11th level, you gain a feature granted to you by your Ranger Archetype.   Ability Score Improvement PHB p89 [–] When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.   Vanish PHB p89 [–] Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.   Favored Enemy improvement PHB p89 [–] At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.   Ranger Archetype feature PHB p89 [–] At 15th level, you gain a feature granted to you by your Ranger Archetype.   Ability Score Improvement PHB p89 [–] When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.   Feral Senses PHB p89 [–] At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.   Ability Score Improvement PHB p89 [–] When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.   Foe Slayer PHB p89 [–] At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.   Beast Master PHB p93 [–] The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.   Ranger's Companion PHB p93 [–] You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.   The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.   If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.   While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.   If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.   Primal Companion TCE p61 [–] 3rd-level Beast Master variant feature, which replaces the Ranger's Companion feature   You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.   In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.   If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.   When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.   Exceptional Training PHB p93 [–] Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Bestial Fury PHB p93 [–] Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.   Share Spells PHB p93 [–] Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.   Drakewarden FTD p15 [–] Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.   Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.   Drakewarden Origin d6 Origin 1 You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic. 2 A secret order of rangers who collect and guard draconic lore taught you their ways. 3 A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone. 4 You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power. 5 An ancient Draconic inscription on a standing stone empowered you when you read it aloud. 6 You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. Draconic Gift FTD p15 [–] 3rd-level Drakewarden feature   The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:   Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.   Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.   Drake Companion FTD p15 [–] 3rd-level Drakewarden feature   As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.   The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.   In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.   The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.   Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.   Bond of Fang and Scale FTD p15 [–] 7th-level Drakewarden feature   The bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.   In addition, while your drake is summoned, you and the drake gain the following benefits:   Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature.   Magic Fang. The drake's Bite attack deals an extra 1d6 damage of the type chosen for the drake's Draconic Essence.   Resistance. You gain resistance to the damage type chosen for the drake's Draconic Essence.   Drake's Breath FTD p15 [–] 11th-level Drakewarden feature   As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.   This damage increases to 10d6 when you reach 15th level in this class.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.   Perfected Bond FTD p15 [–] 15th-level Drakewarden feature   Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:   Empowered Bite. The drake's Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).   Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.   Reflexive Resistance. When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Fey Trapper HHHVIII p115 [–] The trappers of the fey courts are legendary to any mortal that shares that profession. Trained in methods as old as the courts themselves, these trappers utilise indomitable physical prowess, uncanny survival skills, and ancient nature magic to get the job done. They venture out into the dangerous Feywild and return laden with rare meats and exotic pelts for the capricious fey lords and ladies that employ them. Some of these rangers have taught their skills to outsiders, but all of them specialise in cornering their quarries, and then taking them down in one swift, clean blow.   Fey Trapper Magic HHHVIII p115 [–] Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey 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.   [–] Fey Trapper Spells HHHVIII p115 Ranger Level Spells 3rd command 5th invisibility 9th glyph of warding 13th hallucinatory terrain 17th hold monster Cornered Prey HHHVIII p115 [–] When you choose this archetype at 3rd level, you know how to strike more effectively when your prey has nowhere to run. You have advantage on weapon attacks against any creature that is standing on difficult terrain or that currently has less than its normal amount of speed.   Clean Killer HHHVIII p115 [–] At 3rd level, you learn the best way to slaughter your prey to ensure maximum yield from the carcass. When you kill a creature with a weapon attack, the DC for all harvesting checks made on that creature are reduced by 5.   Glamoured Lure HHHVIII p115 [–] Starting at 7th level, you learn to attract your prey and lower their defences with magical enchantments. As an action, you may force a creature within 30 feet of you that you can see to make a Wisdom saving throw against your ranger spell save DC. Your favoured enemy has disadvantage on this saving throw. On a failure, that creature is charmed by you for 1 minute or until they take damage.   While you have a creature charmed in this way, you may use your bonus action to create a pale marble of light within 60 feet of you in a space you can see. At the start of their turn, the charmed creature must use as much of their movement to move towards that marble of light as possible, staying in that spot if they manage to reach it. If moving towards the marble requires the creature to enter terrain that would directly harm them, such as a pit of lava or a deep pit, they may make the saving throw again, ending the charm on a success. On subsequent turns, you may use another bonus action to move the marble of light to another space within 60 feet of you that you can see.   Once you use this feature, you may not use it again until you finish a short or long rest.   Binding Blow HHHVIII p115 [–] At 11th level, you learn to infuse your attacks with a fey enchantment that restricts your prey. As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature on this turn with a weapon attack, they must make a Strength saving throw against your ranger spell save DC. On a failure, that creature's movement speed is reduced to 0 until the start of your next turn.   Tactical Advantage HHHVIII p115 [–] When you reach 15th level in this class, any time you hit a creature with a weapon attack that was rolled at advantage, that creature is marked by you until the start of your next turn. While marked, a creature has disadvantage on all attack rolls it makes against you, and you have advantage on any saving throws imposed by them.   Fey Wanderer TCE p58 [–] A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.   Dreadful Strikes TCE p58 [–] 3rd-level Fey Wanderer feature   You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.   The extra damage increases to 1d6 when you reach 11th level in this class.   Fey Wanderer Magic TCE p58 [–] 3rd-level Fey Wanderer feature   You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.   Fey Wanderer Spells Ranger Level Spells 3rd charm person 5th misty step 9th dispel magic 13th dimension door 17th mislead You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.   Feywild Gifts d6 Gift 1 Illusory butterflies flutter around you while you take a short or long rest. 2 Fresh, seasonal flowers sprout from your hair each dawn. 3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. 4 Your shadow dances while no one is looking directly at it. 5 Horns or antlers sprout from your head. 6 Your skin and hair change color to match the season at each dawn. Otherworldly Glamour TCE p58 [–] 3rd-level Fey Wanderer feature   Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).   In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.   Beguiling Twist TCE p58 [–] 7th-level Fey Wanderer feature   The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.   In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.   Fey Reinforcements TCE p58 [–] 11th-level Fey Wanderer feature   The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.   Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.   Misty Wanderer TCE p58 [–] 15th-level Fey Wanderer feature   You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.   In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.   Gloom Stalker XGE p41 [–] Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.   Gloom Stalker Magic XGE p41 [–] Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.   Gloom Stalker Spells Ranger Level Spells 3rd disguise self 5th rope trick 9th fear 13th greater invisibility 17th seeming Dread Ambusher XGE p41 [–] At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.   At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.   Umbral Sight XGE p41 [–] At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.   You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.   Iron Mind XGE p41 [–] By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).   Stalker's Flurry XGE p41 [–] At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.   Shadowy Dodge XGE p41 [–] Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.   Horizon Walker XGE p42 [–] Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.   Horizon Walker Magic XGE p42 [–] Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.   Horizon Walker Spells Ranger Level Spells 3rd protection from evil and good 5th misty step 9th haste 13th banishment 17th teleportation circle Detect Portal XGE p42 [–] At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.   Once you use this feature, you can't use it again until you finish a short or long rest.   See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.   Planar Warrior XGE p42 [–] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.   As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.   Ethereal Step XGE p42 [–] At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.   Once you use this feature, you can't use it again until you finish a short or long rest.   Distant Strike XGE p42 [–] At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.   If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.   Spectral Defense XGE p42 [–] At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.   Hunter PHB p93 [–] Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.   Hunter's Prey PHB p93 [–] At 3rd level, you gain one of the following features of your choice.   Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Defensive Tactics PHB p93 [–] At 7th level, you gain one of the following features of your choice.   Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Steel Will. You have advantage on saving throws against being frightened. Multiattack PHB p93 [–] At 11th level, you gain one of the following features of your choice.   Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Superior Hunter's Defense PHB p93 [–] At 15th level, you gain one of the following features of your choice.   Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Monster Slayer XGE p43 [–] You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.   Monster Slayer Magic XGE p43 [–] Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.   Monster Slayer Spells Ranger Level Spells 3rd protection from evil and good 5th zone of truth 9th magic circle 13th banishment 17th hold monster Hunter's Sense XGE p43 [–] At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.   Slayer's Prey XGE p43 [–] Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.   This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.   Supernatural Defense XGE p43 [–] At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.   Magic-User's Nemesis XGE p43 [–] At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.   Once you use this feature, you can't use it again until you finish a short or long rest.   Slayer's Counter XGE p43 [–] At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.   Swarmkeeper TCE p59 [–] Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.   Gathered Swarm TCE p59 [–] 3rd-level Swarmkeeper feature   A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.   Swarm Appearance d4 Appearance 1 Swarming insects 2 Miniature twig blights 3 Fluttering birds 4 Playful pixies Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:   The attack's target takes 1d6 piercing damage from the swarm. The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. You are moved by the swarm 5 feet horizontally in a direction of your choice. It's Your Swarm [–] A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.   Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!   Swarmkeeper Magic TCE p59 [–] 3rd-level Swarmkeeper feature   You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.   You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.   Swarmkeeper Spells Ranger Level Spells 3rd faerie fire 5th web 9th gaseous form 13th arcane eye 17th insect plague Writhing Tide TCE p59 [–] 7th-level Swarmkeeper feature   You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Mighty Swarm TCE p59 [–] 11th-level Swarmkeeper feature   Your Gathered Swarm grows mightier in the following ways:   The damage of Gathered Swarm increases to 1d8. If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. Swarming Dispersal TCE p59 [–] 15th-level Swarmkeeper feature   You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Trapper [–] Through careful preparation, trappers can create both physical and magical traps to ensnare, explode, or enrapture those unlucky enough to find themselves in their vicinity Trappers are found in all terrains where there are creatures to be hunted With tact and guile as their companions, a trapper can lay low even the mightiest of prized beasts.   Trapper's Tools [–] Trapped Weapons [–] Set Trap [–] Tracker [–] Trapper's Avoidance [–] Leave No Trace [–] Booby Trap [–] Winter Trapper TGS1 p164 [–] The Oath of the Hearth originates from the city of the same name, whose tragic downfall has been all but lost to history over centuries. These paladins swore an oath to protect this tropical, sunlit city in the name of their celestial guardians. Until the end, they fulfilled their oaths. You may swear this oath because you have an age-old connection to the city through your bloodline, or may have established a connection to the city's principles through stories or interaction with a related celestial being. Regardless of your reasons for taking it, those that swear this oath adorn their armor with symbols of community, fire, and the sun to reflect their commitment to the city and the lives that were led there.   Winter Trapper Magic TGS1 p164 [–] Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Winter 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   Winter Trapper Spells Ranger Level Spells 3rd expeditious retreat 5th mirror image 9th sleet storm 13th hallucinatory terrain 17th mislead Pin Down TGS1 p164 [–] At 3rd level, you learn how to keep your prey exactly where you want them. Once on each of your turns when you make a weapon attack, you can attempt to pin down that target. You make this choice before rolling the attack. If it hits, the target takes an extra 1d8 damage of the weapon's type and its speed is reduced by 10 feet until the start of your next turn.   When you reach 11th level in this class, the extra damage increases to 2d8, and if the attack hits, the target also can't take reactions until the start of your next turn.   Sure-Footed TGS1 p164 [–] By 7th level, you know how best to keep your footing. While you're not incapacitated, you can't be knocked prone.   In addition, your archetype's wintry history grants you additional benefits. You ignore difficult terrain created by ice or snow, and you have advantage on Dexterity (Stealth) checks while in icy or snowy terrain.   Helpless Prey TGS1 p164 [–] Also at 7th level, attacking a prone creature doesn't impose disadvantage on your ranged attack rolls.   Magic Snare TGS1 p164 [–] At 11th level, you've learned how to quickly set undetectable magical traps. You can imperceptibly create one of these magical snares in the ground at your feet as a bonus action on your turn. The first Large or smaller creature other than you that steps in that space within 1 minute must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d8 piercing damage and has its speed reduced to 0 until the end of its current turn, as the ground opens up and clamps down on it. On a successful save, a creature takes half as much piercing damage, and its speed is unaffected.   When you create a snare, you can designate any creatures you choose, and the trap ignores them. A creature that can see invisible creatures and objects (such as one benefiting from see invisibility or truesight) can see these traps. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.   Tripped Defenses TGS1 p164 [–] At 15th level, you have learned to use a creature's mistakes against them. When a Large or smaller creature within 5 feet of you that you can see misses you with an attack, you can use your reaction to knock that creature prone. When you do, you can make either one weapon attack against that creature or move up to half your speed immediately after its attack.