Ranger 5
Level | Proficiency Bonus | Feature | Knacks Known | Exploits Known | Exploit Dice | Exploit Dice | Quarry Die |
---|---|---|---|---|---|---|---|
1st | +2 | Feat, Fighting Style, Knacks, Wild Expertise | 1 | — | — | — | — |
2nd | +2 | Feat, Ranger's Quarry, Wild Exploits | 2 | 2 | d4 | 2 | d4 |
3rd | +2 | Ranger Conclave | 3 | 2 | d4 | 2 | d4 |
4th | +2 | Feat | 3 | 2 | d4 | 2 | d4 |
5th | +3 | Extra Attack, Feral Senses | 3 | 3 | d6 | 3 | d4 |
6th | +3 | Feat, Ranger's Quarry (8 hours) | 4 | 3 | d6 | 3 | d6 |
7th | +3 | Conclave Feature | 4 | 4 | d6 | 3 | d6 |
8th | +3 | Feat | 4 | 4 | d6 | 3 | d6 |
9th | +4 | Wild Expertise | 5 | 5 | d6 | 3 | d6 |
10th | +4 | Feat, Ranger's Quarry (24 Hours) | 5 | 5 | d6 | 3 | d8 |
11th | +4 | Conclave Feature, Tireless | 5 | 6 | d8 | 4 | d8 |
12th | +4 | Feat | 6 | 6 | d8 | 4 | d8 |
13th | +5 | Feat | 6 | 7 | d8 | 4 | d8 |
14th | +5 | Feat, Ranger's Quarry (1 week) | 7 | 7 | d8 | 4 | d10 |
15th | +5 | Conclave Feature | 7 | 7 | d8 | 4 | d10 |
16th | +5 | Feat | 8 | 7 | d8 | 4 | d10 |
17th | +6 | — | 8 | 8 | d10 | 5 | d10 |
18th | +6 | Ranger's Quarry (Indefinite), Feral Senses | 9 | 8 | d10 | 5 | d12 |
19th | +6 | Feat | 9 | 8 | d10 | 5 | d12 |
20th | +6 | Feat, Foe Slayer | 10 | 8 | d10 | 5 | d12 |
Class Features
All of the following are features of the Ranger class.Fighting Style
1st-Level Ranger FeatureYou adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.
Ranger Fighting Styles
Deadeye
You gain a +2 bonus to attack rolls with ranged weapons.Defensive Fighting
So long as you are wearing armor, you gain a +1 bonus to your Armor Class.Dual Wielding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to make an additional attack.Dueling
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.Mariner
While you are not wearing medium or heavy armor and not using a shield other than a buckler, you have a swim speed equal to your base land speed, and you gain a +1 bonus to your Armor Class while swimming.Melee Marksman
Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet. When you make a raned weapon attack against a creature within 5 feet of you, you can use your bonus action to make a melee attack against it with your ranged weapon. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.Mountineer
While you are not wearing medium or heavy armor and not using a shield other than a buckler, you have a climb speed equal to your base land speed, and you gain a +1 bonus to your Armor Class while climbing.Mounted Warrior
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block.Organ Piercer
You can add your Dexterity modifier to the damage roll of any weapon you wield with the Finesse property. If you do, do not add your Strength modifier to the damage roll of that attack.Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.Knacks
1st-Level Ranger FeaturesIn the wild, you have learned bits of primal knowledge, known as Knacks, which bolster your hunting, survival, and tracking skills. At 1st level, you know one Knack of your choice from the list below. If a Knack has a prerequisite, like a certain Ranger level, or another Knack, you can learn that Knack at the same time you meet all of the prerequisites ir may have. You learn additional Knacks of your choice at certain Ranger levels, as shown in the Knacks Known column of the Ranger table. Once learned, Knacks can't be replaced.
Ranger Knacks
Alpine Adept
You are amazingly surefooted. You gain a 30-foot Climb speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your Ranger level. If you already have a climbing speed, it becomes 30 feet or increases in 10 feet, whichever grants a higher Climb speed.Arctic Adept
Prerequisites: 6th-Level RangerYou have adapted to the frozen tundra. You gain resistance to cold damage. Also, you and creatures of your choice who travel with you (maximum 10), have advantage on saving throws to resist the negative effects of arctic environments.
Aquatic Adept
You can swim through the water like a native creature of the sea. You gain a 30-foot Swim speed and you can hold your breath for up to 1 hour. If you already have a swimming speed, it becomes 30 feet or increases in 10 feet, whichever grants a higher Swim speed.Desert Adept
6th-Level RangerYou have adapted to scorching deserts. You gain resistance to fire damage. Also, you and creatures of your choice who travel with you (maximum 10), have advantage on saving throws to resist the negative effects of desert environments.
Favored Foe
Prerequisites: 3rd-Level RangeYou are especially adept at studying, tracking, and hunting a specific type of enemy. Choose one creature type, two races of humanoid (such as gnolls and orcs), or one organization (like a thieves' guild or an evil cult) as your Favored Foe. Whenever you make a Wisdom check to hunt or track, or an Intelligence check to recall knowledge about a Favored Foe, you can treat a roll of 9 or lower on the d20 as a 10. You can choose to learn this Knack more than once, but you must choose a new Favored Foe each time you do so.
Fell Handed I
Prerequisites: 6th-Level RangerWhen you score a critical hit with a weapon attack against a creature, you have advantage on the next attack you make against that creature before the end of your next turn.
Fell Handed II
Prerequisites: 9th-Level Ranger, Fell Handed IWhen you score a critical hit against a creature, your critical hit range for attack rolls against that creature expands by 1. For example, if you score a critical hit against a creature for the first time, you then score a critical hit on a roll of 19 or 20 when you make an attack roll against the creature.
Hedge Knight I
Though you spend your time in the wilderness, you still have some military training. you gain proficiency with ring mail, chain mail, splint, and full plate.Hedge Knight II
Prerequisites: 3rd-Level Ranger, Hedge Knight IThough you are a warrior of the wild you understand chivalry and politics. Whenever you make an Intelligence (History) or Charisma (Persuasion) check you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1)
Herbalist I
You have an extensive knowledge of plants and their healing properties. You gain proficiency with herbalism kits, and you automatically succeed on your Wisdom (Medicine) checks to stabilize creatures at 0 hit points if you use a herbalism kit. You may still roll this check if you choose, with the normal risks and rewards of natural 20 or natural 1 on the die.Herbalist II
Prerequisites: 3rd-level Ranger, Herbalist IYou have learned to use natural plants and herbs to create healing salves. Over the course of a long rest, you can spend 1 hour using an herbalism kit to create a healing salve. This salve works as a Potion of Healing, but is nonmagical and only retains its potency until the end of your next long rest, at which point they become inert.
Herbalist III
Prerequisites: 6th-level Ranger, Herbalist I, Herbalist IIWhen you use your herbalism kit to craft healing salves during a long rest, you craft a number of them equal to 1 + your Wisdom modifier (minimum of 2).
Jungle Adept
Prerequisites: 6th-Level RangerYou have adapted to the jungles. You gain resistance to poison damage. Also, you and creatures of your choice who travel with you (maximum 10) have advantage on saving throws to resist negative effects of jungle environments.
Naturalist I
You are an intuitive student of the wilderness. Whenever you would make an Intelligence (Nature) check in the wilderness, you can choose to make a Wisdom (Nature) check instead. Also, you can make Wisdom (Nature) checks as a bonus action to recall knowledge about one animal or plant you see instead of an action.Naturalist II
Prerequisites: 6th-Level Ranger, Naturalist IAt the end of a long rest, you can attune to your surrounding environment. Examples include, but are not limited to: arctic, coast, desert, forest, grassland, mountain, or swamp. While in your attuned environment, you gain the following benefits:
- You have advantage on Wisdom (Nature) checks related to the local plants, animals, ecosystem, and weather.
- You find twice as much food when foraging or hunting (See Survival).
- You cannot be Surprised unless you are Incapacitated.
- You have advantage on your Initiative rolls so long as you are not Surprised or Incapacitated.
Rider I
Whenever you make a Wisdom (Animal Handling) check to control, train, or tame a mount, you can treat a roll of 7 or lower on a d20 as an 8. Also, dismounting from a trained mount only costs you 5 feet of movement.Rider II
Prerequisites: 3rd-Level Ranger, Rider IYou have trained to fight from your mount. You gain the Mounted Warrior Fighting Style. If you already know this Fighting Style you learn another Ranger Fighting Style of your choice. Also, you can ride mounts that are your size or larger.
Rider III
6th-Level Ranger, Rider I, Rider IIYou are a master of mounted combat. When you are riding a mount and it is hit by an attack, you can use a reaction to become the target of that attack instead. Also, if your mount makes a saving throw while you ride it, you can use your reaction to grant it advantage on its roll.
Slayer I
Prerequisites: 3rd-Level RangerWhen you hit a creature with a weapon attack you can mark it as your Quarry as part of the attack, applying your Quarry damage bonus and other benefits to the damage roll.
Slayer II
Prerequisites: 6th-Level Ranger, Slayer IYour tracking abilities have become supernaturally accurate. You can mark a creature as your Quarry by studying signs of its passing, such as tracks, that were left within 24 hours. Moreover, whenever you make a Wisdom (Perception) or a Wisdom (Survival) check to locate or track your Quarry, you can treat a roll of 7 or lower on the d20 as an 8.
Slayer III
Prerequisites: 14th-Level Ranger, Slayer I, Slayer IIWhen you hit a Quarry with a weapon attack, you can force it to make a Constitution saving throw against your Exploit save DC. On a failed save, it is Blinded, Muted, Deafened, or Restrained (your choice) until the start of your next turn. You can only use this feature on your Quarry once per turn.
Stalker I
You are a master at remaining undetected in the wilderness. You have advantage on Dexterity (Stealth) checks you make to hide while you are in natural environments.Stalker II
Prerequisites: 3rd-Level Ranger, Stalker IYou have learned to hunt your prey while remaining unseen. You can take the Hideor Sneak actions as a bonus action on your turn.
Stalker III
Prerequisites: 9th-Level Ranger, Stalker I, Stalker IIYou cannot be tracked, even by magic. You are always under the effects of the Nondetection spell, and you can't be tracked by divination magic or magical means unless you wish to be.
Stalker IV
Prerequisites: 14th-Level Ranger, Stalker I, Stalker II, Stalker IIIYou can ward yourself to briefly disappear from sight. When you take the Hide action, you, along with anything you are wearing or carrying, become Invisible until the start of your next turn. This ends early if you attack, cast a spell, or manifest a psionic power.
Strider I
You ignore the effects of difficult terrain imposed by natural environments, such as undergrowth, snow, or swamp. You also can't become lost so long as you can see the night sky. Finally, you and up to 10 creatures who travel with you don't have your travel slowed by natrual difficult terrain.Strider II
Prerequisites: 3rd-Level Ranger, Strider IOnce in your sights, you pursue your enemies relentlessly. You can take the Dash action as a bonus action on your turn.
Strider III
Prerequisites: 6th-Level Ranger, Strider I, Strider IIYou can surmount almost any obstacle that would block your path. Your base land speed increases by 10 feet, and you ignore the effects of any difficult terrain imposed by spells, magical phenomena, or any other supernatural effect.
Strider IV
Prerequisites: 6th-Level Ranger, Strider I, Strider II, Strider IIIYou move through the world unhindered by even the most powerful magic and restraints. You are always under the effects of the Freedom of Movement spell while conscious.
Survivor
Prerequisites: 6th-Level RangerYour time in the wilds has hardened your body. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1).
Survivor II
Prerequisites: 9th-Level Ranger, Survivor IYour body can rapidly recover from injury. When you expend a Hit Die to regain hit points, you regain additional hit points equal to your Wisdom modifier (minimum of 1 hit point).
Survivor III
Prerequisites: 14th-Level Ranger, Survivor I, Survivor IIWhen you make a death saving throw, you add your Wisdom modifier to the roll (minimum of +1). If the result of your roll is 20 or higher, it is as if you had rolled a 20 on the d20.
Trapper
You can construct natural traps. Over the course of 1 hour, which can be during a short or long rest, you can use a knife, natural materials, and expend 10 feet of rope to craft a Trap. As an action, you can set one of these Traps in an adjacent unoccupied 5-foot space. The first Large or smaller creature to move into that space must succeed on a Dexterity saving throw against your Exploit save DC or become restrained. As an action, the restrained creature, or another creature within 5 feet of it, can use an action to make a Strength check against your Spell save DC, freeing the creature on a success. As an action (separate from setting the Trap), you can hide the Trap. If hidden, a successful Intelligence (Investigation) against your Exploit save DC is required to detect the Trap.Underground Adept
Prerequisites: 6th-Level RangerYou are especially skilled at navigating the winding tunnels under the earth. You gain darkvision out to a range of 60 feet. Also, you can close your eyes and gain tremmorsense in a 60-foot radius. Within that radius, you can sense anything touching the ground. This special sense lasts for 1 minute, or until you open your eyes. Once you use this action you must finish a short or long rest before you can use it again.
Wild Insight I
You have a special insight into the mannerisms and sounds of wild animals. You can communicate with beasts as if you were always under the effect of a Speak with Animals spell.Wild Insight II
Prerequisites: 3rd-Level Ranger, Wild Insight IYou have bound yourself with a minor nature spirit. You learn the Find Familiar spell. It counts as a Ranger spell for you, you always have it prepared, but it doesn't count against the total number of spells you prepare each day. When you cast this spell your summoned familiar is always a fey creature regardless of your alignment.
Wild Insight III
Prerequisites: 9th-Level Ranger, Wild Insight I, Wild Insight IIThe power of your nature spirit grows. When you cast find familiar, it can take the form of any beast of CR 1/2 or lower.
Woodsman I
You are familiar with forests, trees, and timber of all kinds. You gain proficiency with woodcarver's tools, and you have advantage on any Intelligence (Nature) checks to identify, recall information, and construct things from wood. Also, if you hit a tree, raw timber, or a wooden structure with a melee weapon attack, it is an automatic critical hit.Woodsman II
Prerequisites: 3rd-Level Ranger, Woodsman IYou can identify the strengths and weak points of wooden objects and creatures. You gain the following benefits:
- You gain proficiency with carpenter's tools. Anything you construct from wood has twice as many hit points.
- At the end of each long rest, if you have timber available, you can craft a total number of clubs, greatclubs, and quarterstaves equal to your Ranger Power Reservoir bonus. If you have stone or metal heads for such items, you can also create spears or javelins.
- When youhit a plant or wooden construct with a a weapon in the Axe category, you score a critical hit on a roll of 19 or 20.
Wild Expertise
1st-Level Ranger FeatureYour skill at navigating the wilderness is without peer. At 1st level, you choose one skill from the Ranger class skill list that you are proficient in. You gain expertise. in the chosen skill. You also learn one additional language of your choice, often one thatis spoken by the creature you hunt or peoples you defend. When you reach 9th level in this class, you choose another skill from the Ranger class skill list that you are proficient in to gain this benefit and another language of your choice.
Ranger's Quarry
2nd-Level Ranger FeatureYou focus your senses to hunt as a predator of the wild. You can use a bonus action to mark one creature you can see as your Quarry, gaining the benefits below:
- Whenever you deal damage to it, you deal bonus damage equal to one roll of your Quarry Die, which is a d4.
- Whenever you make an ability check to track or locate your Quarry, you can add one roll of your Quarry Die to your d20 roll.
Wild Exploits
2nd-Level Ranger FeatureYou learn to utilize various tricks that enhance your skills, both on and off the field of battle.
Exploit Dice
The Ranger table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest. Your Exploit Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Ranger table.Exploits Known
At 2nd level, you know two Exploits of your choice from he list at the end of this class. The Exploits Known column of the Ranger table shows when you learn more Exploits of your choice. In order to learn an Exploit you must meet an prerequisites it may have. Whenever you would learn a new Wild Exploit, you may also replace one of the Exploits you know with another Exploit of your choice.Saving Throws
When you gain this feature, choose Strength or Dexterity. This choice cannot be changed later. If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + the chosen ability score modifier
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by warriors with modestr training and have no level prerequisite.
When you fall, you can use a reaction to expend an Exploit Die to control your fall. You reduce any falling damage that you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet.
As an action, you can expend an Exploit Die to blend into your surroundings. For 1 minute or until you move, you have advantage on Dexterity (Stealth) checks made to hide, and creatures have disadvantage on Wisdom (Perception) checks to spot you.
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Exploit Die to the damage roll of that attack.
When you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail.
When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
As part of a weapon attack you can expend one Exploit Die, roll it, and add the result to your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
When a creature you can see hits you with an attack, you can use a reaction to expend Exploit Dice (up to your Ranger Power Reservoir), roll those dice, and reduce the damage of that attack by an amount equal to the total you rolled + your Strength modifier. You must be wielding a shield to use this Exploit.
As a bonus action, you can expend an Exploit Die to steady your aim. Until the end of your turn, your ranged weapon attacks ignore half cover and three-quarters cover.
As a reaction when you are targeted by a spell that requires a Dexterity saving throw, you can expend an Exploit Die, roll it, and add the result to your saving throw.
Aerial Maneuver
Prerequisites: Dexterity 11When you fall, you can use a reaction to expend an Exploit Die to control your fall. You reduce any falling damage that you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet.
Aggressive Sprint
As a bonus action, you can expend one Exploit Die to move up to your walking speed toward a hostile creature that you can see and make a single melee weapon attack against it.Camouflage
Prerequisites: Wisdom 11As an action, you can expend an Exploit Die to blend into your surroundings. For 1 minute or until you move, you have advantage on Dexterity (Stealth) checks made to hide, and creatures have disadvantage on Wisdom (Perception) checks to spot you.
Counter
Prerequisites: Dexterity 11When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Exploit Die to the damage roll of that attack.
Cunning Instinct
Prerequisites: Wisdom 11When you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail.
Disarm
When you hit a creature with a weapon attack, you can expend an Exploit Die and attempt to disarm it. It must succeed on a Strength saving throw, or it takes additional damage equal to one roll of your Exploit Die, and it drops one item of your choice that it is currently holding on the ground in the space that it is currently occupying.Feint
As a bonus action, you can expend one Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn.First Aid
As an action, you can touch a creature that has at least 1 hit point and expend Exploit Dice (up to your Ranger Power Reservoir), roll those dice, and that creature gains a number of temporary hit points equal to the total roll + its Constitution modifier.Lightstep
Prerequisites: Dexterity 11When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Precision Strike
Prerequisites: Dexterity 11As part of a weapon attack you can expend one Exploit Die, roll it, and add the result to your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Reliable Skill
Whenever you make an ability check using a skill or tool that you are proficient in and roll a 7 or lower on the d20, you can expend one Exploit Die to treat the d20 roll as an 8.Rustic Intuition
Prerequisites: Wisdom 11When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
Skilled Rider
Prerequisites: Wisdom 11When a creature you can see hits you with an attack, you can use a reaction to expend Exploit Dice (up to your Ranger Power Reservoir), roll those dice, and reduce the damage of that attack by an amount equal to the total you rolled + your Strength modifier. You must be wielding a shield to use this Exploit.
Steady Aim
Prerequisites: Dexterity 11As a bonus action, you can expend an Exploit Die to steady your aim. Until the end of your turn, your ranged weapon attacks ignore half cover and three-quarters cover.
Sweeping Strike
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Exploit Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.Swift Reflexes
Prerequisites: Dexterity 11As a reaction when you are targeted by a spell that requires a Dexterity saving throw, you can expend an Exploit Die, roll it, and add the result to your saving throw.
Exploits of the 2nd-degree represent the peak of martial skill and ability achievable by warriors without dedicated training. These can be learned by any Ranger of 5th level or higher.
As an action, you can expend one Exploit Die and use your poisoner's kit to craft one vial of Minor Poison, which retains its potency until the end of your next long rest. However, you cannot regain this Exploit Die until you expend this poison. A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals poison damage in place of its normal damage, and the target must succeed on a Constitution saving throw or it is poisoned for 1 minute. The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
When you hit a target with a weapon attack, you can expend an Exploit Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Exploit Die and is Blinded, Deafened, or Muted (your choice) until the start of your next turn.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Exploit Die, falls Prone, and it cannot take reactions until the start of your next turn.
As an action, you can expend an Exploit Die to temporarily heighten your senses. For 10 minutes you gain a bonus to any Wisdom (Insight) Wisdom (Perception) or Wisdom (Survival) checks you make equal to one roll of your Exploit Die, so long as the checks rely on your sense of sight or smell. You can also smell the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you, and identify the kind of poison, poisonous creature, or disease. Your senses cannot detect anything behind full cover.
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.
Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
As part of a weapon attack you can expend an Exploit Die to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
As a bonus action, you can expend one Exploit Die and force one creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn and must use its action to move as far away from you as possible without harming itself.
When you move at least 20 feet in a straight line towards a creature and hit it with a melee weapon attack on the same turn, you can expend one Exploit Die to deal additional damage equal to the roll of your Exploit Die and knock the target prone if it fails a Strength saving throw.
You can expend one Exploit Die as a bonus action to quickly reload a ranged weapon, allowing you to ignore the loading property of the weapon for 1 minute.
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding one roll of your Exploit Die to its attack roll.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
As a bonus action, you can expend an Exploit Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties. This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Exploit Die.
As an action, you can expend one Exploit Die to fire a volley of ammunition at a point you can see within normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failure, they take piercing damage equal to one roll of your Exploit Die + your Dexterity modifier, and half as much on a success. Doing so uses four times the normal ammunition your weapon uses. This Exploit cannot be used with Firearms.
In place of an attack, you can expend an Exploit Die to force each creature of your choice within reach of a melee weapon you are wielding to make a Dexterity saving throw. Targets take damage equal to a roll of your Exploit Die + your Strength or Dexterity modifier on a failed save, and half as much on a success.
As an action, you can expend an Exploit Die and flourish your melee weapon. You can shift up to 30 feet or your base land speed, whichever is less, in a straight line. During this movement, you can move through the spaces of other creatures. Any creature whose space you pass through must succeed on a Dexterity saving throw or take damage equal to two rolls of your Exploit Die + your choice of your Strength or Dexterity modifier.
Craft Minor Poison
Prerequisites: 5th-Level Ranger, Proficiency with Poisoner's KitAs an action, you can expend one Exploit Die and use your poisoner's kit to craft one vial of Minor Poison, which retains its potency until the end of your next long rest. However, you cannot regain this Exploit Die until you expend this poison. A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals poison damage in place of its normal damage, and the target must succeed on a Constitution saving throw or it is poisoned for 1 minute. The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Crippling Strike
Prerequisites: 5th-Level RangerWhen you hit a target with a weapon attack, you can expend an Exploit Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Exploit Die and is Blinded, Deafened, or Muted (your choice) until the start of your next turn.
Dirty Hit
Prerequisites: 5th-Level Ranger, Dexterity 13When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Exploit Die, falls Prone, and it cannot take reactions until the start of your next turn.
Feral Senses
Prerequisites: 5th-level Ranger, Constitution 13 or Wisdom 13As an action, you can expend an Exploit Die to temporarily heighten your senses. For 10 minutes you gain a bonus to any Wisdom (Insight) Wisdom (Perception) or Wisdom (Survival) checks you make equal to one roll of your Exploit Die, so long as the checks rely on your sense of sight or smell. You can also smell the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you, and identify the kind of poison, poisonous creature, or disease. Your senses cannot detect anything behind full cover.
Glancing Blow
Prerequisites: 5th-Level RangerWhen you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.
Heroic Will
Prerequisites: 5th-Level RangerWhenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
Martial Focus
Prerequisites: 5th-Level RangerAs part of a weapon attack you can expend an Exploit Die to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Menacing Shot
Prerequisites: 5th-Level Ranger, Constitution 13 or Charisma 13As a bonus action, you can expend one Exploit Die and force one creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn and must use its action to move as far away from you as possible without harming itself.
Predator's Pounce
Prerequisites: 5th-Level Ranger, Dexterity 13When you move at least 20 feet in a straight line towards a creature and hit it with a melee weapon attack on the same turn, you can expend one Exploit Die to deal additional damage equal to the roll of your Exploit Die and knock the target prone if it fails a Strength saving throw.
Rapid Reload
Prerequisites: 5th-Level Ranger, Dexterity 13You can expend one Exploit Die as a bonus action to quickly reload a ranged weapon, allowing you to ignore the loading property of the weapon for 1 minute.
Redirect
Prerequisites: 5th-Level RangerWhen a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding one roll of your Exploit Die to its attack roll.
Ringing Strike
Prerequisites: 5th-Level Ranger, Strength 13When you hit a creature with a melee weapon attack, you can expend an Exploit Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Trick Shot
Prerequisites: 5th-Level Ranger, Dexterity 13 or Intelligence 13As a bonus action, you can expend an Exploit Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties. This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Exploit Die.
Volley
Prerequisites: 5th-Level Ranger, Dexterity 13As an action, you can expend one Exploit Die to fire a volley of ammunition at a point you can see within normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failure, they take piercing damage equal to one roll of your Exploit Die + your Dexterity modifier, and half as much on a success. Doing so uses four times the normal ammunition your weapon uses. This Exploit cannot be used with Firearms.
Whirlwind Strike
Prerequisites: 5th-Level Ranger, Strength 13 or Dexterity 13In place of an attack, you can expend an Exploit Die to force each creature of your choice within reach of a melee weapon you are wielding to make a Dexterity saving throw. Targets take damage equal to a roll of your Exploit Die + your Strength or Dexterity modifier on a failed save, and half as much on a success.
Zephyr Slash
Prerequisites: 5th-Level Ranger, Strength 13 or Dexterity 13As an action, you can expend an Exploit Die and flourish your melee weapon. You can shift up to 30 feet or your base land speed, whichever is less, in a straight line. During this movement, you can move through the spaces of other creatures. Any creature whose space you pass through must succeed on a Dexterity saving throw or take damage equal to two rolls of your Exploit Die + your choice of your Strength or Dexterity modifier.
3rd-degree Exploits can only be mastered by warriors with extreme skills who dedicate their lives to training. They can only be learned by Rangers of 9th level and higher. Each 3rd-degree Exploit you know can only be used once per short or long rest.
As a bonus action, you can expend an Exploit Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including the bonus action you used to use this Exploit.
As an action, you can expend one Exploit Die to enter a whirlwind of blades, becoming a blur of motion. Until the start of your next turn, any creature that starts its turn within 5 feet of you takes slashing damage equal to the roll of your Exploit Die.
As an action on your turn, you can expend Exploit Dice (up to your Ranger Power Reservoir) and use a poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison. A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals additional poison damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw or suffer the following effects for 1 minute (save ends):
In place of an attack, you can expend Exploit Dice (up to your Ranger Power Reservoir) to rend the air in front of you with a melee weapon, forcing targets in an adjacent 20-foot cone to make a Constitution saving throw. On a failure, targets take slashing damage equal to two rolls of your Exploit Die for each Exploit Die spent + either your Strength or Dexterity modifier. On a successful save, targets take half as much damage.
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
When you take damage from a source you can see, you can expend Exploit Dice (up to your Ranger Power Reservoir) to reduce the incoming damage. For each Exploit Die you expend you roll three Exploit Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total. If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
As an action, you can expend one Exploit Die to unleash a primal roar that strikes fear into the hearts of your enemies. Each creature of your choice within 30 feet that can hear you must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. While frightened in this way, a creature's speed is halved, and it can't willingly move closer to you.
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
In place of an attack, you can expend Exploit Dice (up to your Ranger Power Reservoir) and fire one piece of ammunition in a line, out to the weapon's normal range. Creatures in the line must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Exploit Die for each Die you spent + either your Strength or Dexterity modifier and fall Prone. On a success, they take half that damage and don't fall Prone.
As a bonus action, you can expend one Exploit Die to channel the essence of the wilderness, allowing you to move unhindered through difficult terrain. Until the start of your next turn, you and your allies within 30 feet of you can move through non-magical difficult terrain as if it were normal terrain.
Adrenaline Rush
Prerequisites: 9th-Level Ranger, Strength 15 or Constitution 15As a bonus action, you can expend an Exploit Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including the bonus action you used to use this Exploit.
Blade Dance
Prerequisites: 9th-Level Ranger, Dexterity 15, Must be wielding a Slashing weaponAs an action, you can expend one Exploit Die to enter a whirlwind of blades, becoming a blur of motion. Until the start of your next turn, any creature that starts its turn within 5 feet of you takes slashing damage equal to the roll of your Exploit Die.
Craft Greater Poison
Prerequisites: 9th-Level Ranger, Proficiency with Poisoner's KitAs an action on your turn, you can expend Exploit Dice (up to your Ranger Power Reservoir) and use a poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison. A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals additional poison damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw or suffer the following effects for 1 minute (save ends):
- t has disadvantage on attack rolls and ability checks.
- Its speed is halved, and it cannot take reactions.
- It takes poison damage equal to one roll of your Exploit Die at the end of each of its turns.
Gale Slash
Prerequisites: 9th-Level Ranger, Strength 15 or Dexterity 15In place of an attack, you can expend Exploit Dice (up to your Ranger Power Reservoir) to rend the air in front of you with a melee weapon, forcing targets in an adjacent 20-foot cone to make a Constitution saving throw. On a failure, targets take slashing damage equal to two rolls of your Exploit Die for each Exploit Die spent + either your Strength or Dexterity modifier. On a successful save, targets take half as much damage.
Heroic Focus
Prerequisites: 9th-Level RangerAs a bonus action, you can expend one Exploit Die to enter a heightened state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- Your speed is doubled
- You gain a +2 bonus to your Armor Class
- You have advantage on Dexterity saving throws
- You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action
Mythic Resilience
Prerequisites: 9th-Level Ranger, Constitution 15When you take damage from a source you can see, you can expend Exploit Dice (up to your Ranger Power Reservoir) to reduce the incoming damage. For each Exploit Die you expend you roll three Exploit Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total. If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
Primal Roar
Prerequisites: 9th-Level Ranger, Constitution 15As an action, you can expend one Exploit Die to unleash a primal roar that strikes fear into the hearts of your enemies. Each creature of your choice within 30 feet that can hear you must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. While frightened in this way, a creature's speed is halved, and it can't willingly move closer to you.
Survey Settlement
Prerequisites: 9th-Level Ranger, Wisdom 15 or Charisma 15You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any active factions and faction outposts within the area.
- Prominent buildings, gathering places, and cultural sites.
- Powerful (CR 1 or higher) politicians or military leaders.
- Loyalties, beliefs, rumors, and fears of the local populace.
- Secret alleyways, doors, hideouts, or storefronts not hidden by magic.
Survey Wilderness
Prerequisites: 9th Level Ranger, Strength 15 or Wisdom 15You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any settlements or camps with five or more occupants.
- Prominent natural formations, bodies of water, and ruins.
- Local plants, animals, weather, and ecosystems.
- Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
- Once you use this Exploit to survey an area of wilderness you must finish a long rest before you can use it there again.
Thunderous Shot
Prerequisites: 9th-Level Ranger, Strength 15 or Dexterity 15In place of an attack, you can expend Exploit Dice (up to your Ranger Power Reservoir) and fire one piece of ammunition in a line, out to the weapon's normal range. Creatures in the line must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Exploit Die for each Die you spent + either your Strength or Dexterity modifier and fall Prone. On a success, they take half that damage and don't fall Prone.
Trailblazer
Prerequisites: 9th-Level Ranger, Constitution 15As a bonus action, you can expend one Exploit Die to channel the essence of the wilderness, allowing you to move unhindered through difficult terrain. Until the start of your next turn, you and your allies within 30 feet of you can move through non-magical difficult terrain as if it were normal terrain.
Exploits of this degree can only be learned by Rangers of 13th level or higher, and each 4th-degree Exploit that you know can only be used once per short or long rest.
As an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Advanced Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison. A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional poison (injury) damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw, or have disadvantage on all attack rolls and ability checks for 1 hour. If it fails by 5 or more, it is Blindedfor the duration. As an action, the creature can repeat this saving throw. On a successful save, the effects end, but on a failed save, it takes additional poison (injury) damage equal to one roll of your Exploit Die.
As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) and instantly strike with a melee weapon you are holding at a number of creatures within 30 feet equal to 1 + the number of dice expended, forcing them to make a Dexterity saving throw. Creatures take damage of your weapon's type equal to two rolls of your Exploit Die + your Dexterity modifier on a failed saving throw, and half as much damage on a successful save. For each of the creatures reduced to 0 hit points by this Exploit, you can force another creature of your choice within range of this Exploit to make the Dexterity saving throw. Once the Exploit ends, you appear in an unoccupied space of your choice next to one of the targets of this Exploit.
As an action, you can expend one Exploit Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll of your Exploit Die to any check you make that uses that skill, without expending an Exploit Die.
As a bonus action, you can expend one Exploit Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
As a bonus action, you can expend one Exploit Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action, including the bonus action you used to use this Exploit to make two ranged weapon attacks so long as you have ammunition. This Exploit's effects don't stack with the swift quiver spell.
As an action, you can expend one Exploit Die and attempt to intimidate one beast that can see or hear you within 30 feet, bending it to your will. The beast must succeed on a Wisdom saving throw or be considered charmed by you for 1 minute. While it is charmed, you can use a bonus action to issue it a command, which it does its best to obey. You can specify a simple and general course of action. If it doesn’t receive direction from you, it defends itself to the best of its ability. Each time the beast takes damage, it repeats the saving throw, ending the effects of this Exploit on a success.
Craft Advanced Poison
Prerequisites: 13th-Level Ranger, Proficiency with Poisoner's KitAs an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Advanced Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison. A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional poison (injury) damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw, or have disadvantage on all attack rolls and ability checks for 1 hour. If it fails by 5 or more, it is Blindedfor the duration. As an action, the creature can repeat this saving throw. On a successful save, the effects end, but on a failed save, it takes additional poison (injury) damage equal to one roll of your Exploit Die.
Dance of Death
Prerequisites: 13th-Level Ranger, Dexterity 17As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) and instantly strike with a melee weapon you are holding at a number of creatures within 30 feet equal to 1 + the number of dice expended, forcing them to make a Dexterity saving throw. Creatures take damage of your weapon's type equal to two rolls of your Exploit Die + your Dexterity modifier on a failed saving throw, and half as much damage on a successful save. For each of the creatures reduced to 0 hit points by this Exploit, you can force another creature of your choice within range of this Exploit to make the Dexterity saving throw. Once the Exploit ends, you appear in an unoccupied space of your choice next to one of the targets of this Exploit.
Expert Determination
Prerequisites: 13th-Level RangerAs an action, you can expend one Exploit Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll of your Exploit Die to any check you make that uses that skill, without expending an Exploit Die.
Fluid Movements
Prerequisites: 13th-Level Ranger, Strength 17 or Dexterity 17As a bonus action, you can expend one Exploit Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- Your movement is unaffected by difficult terrain.
- You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage actions.
- Supernatural effects can neither reduce your speed nor cause you to be Paralyzed or Restrained.
- You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a Grapple.
- Swimming or being underwater imposes no penalties on your movements or your attack rolls.
Quick Draw
Prerequisites: 13th-Level Ranger, Dexterity 17As a bonus action, you can expend one Exploit Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action, including the bonus action you used to use this Exploit to make two ranged weapon attacks so long as you have ammunition. This Exploit's effects don't stack with the swift quiver spell.
Subjugate Beast
Prerequisites: 13th Level RangerAs an action, you can expend one Exploit Die and attempt to intimidate one beast that can see or hear you within 30 feet, bending it to your will. The beast must succeed on a Wisdom saving throw or be considered charmed by you for 1 minute. While it is charmed, you can use a bonus action to issue it a command, which it does its best to obey. You can specify a simple and general course of action. If it doesn’t receive direction from you, it defends itself to the best of its ability. Each time the beast takes damage, it repeats the saving throw, ending the effects of this Exploit on a success.
Exploits of the 5th-degree are masterful works that rival the work of the greatest warriors of the wilderness. These Exploits can only be learned by Rangers of 17th level or higher, and each 5th-degree Exploit you know can be used once per long rest.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four rolls of your Exploit Die. It must succeed on a Charisma saving throw, or be shunted to a harmless demiplane where it is Incapacitated. At the start of your next turn it reappears in the unoccupied space nearest to the last space it occupied when you hit it with this attack.
As an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Masterwork Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison. A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional necrotic damage equal to two rolls of your Exploit Die for each Exploit Die you spent, and the target must make a Constitution saving throw. On a failure, it has disadvantage on all ability checks, attack rolls, and saving throws until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration). If the creature fails by 5 or more, it is incapacitated, and it cannot move or speak until it is cured of this poison.
When you take damage, you can use your reaction to expend one Exploit Die and move with supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the triggering damaging effect as if it never affected you at all.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw or it is considered vulnerable to the damage of this attack. If you had advantage on your attack roll, it makes this Constitution save with disadvantage. Regardless if the creature succeeds or fails on this saving throw, it takes additional damage of your weapon's type equal to four rolls of your Exploit Die. Finally, if the damage of this attack reduces the creature to 50 hit points or fewer, it falls prone and is stunned until the beginning of its next turn. A creature can use a Legendary Resistance to avoid this effect.
As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) and flourish a melee weapon then vanish. Choose up to five targets that you can see within 30 feet and make one melee weapon attack against each one. On a hit, each target takes damage of your weapon's type equal to two rolls of your Exploit Die for each Exploit Die you spent + either your Strength or Dexterity modifier. You then appear in an unoccupied space of your choice you can see within 5 feet of one of the targets of this Exploit.
As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must succeed on a Dexterity saving throw or they take piercing damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Dexterity modifier. Any creature that succeeds on its saving throw takes half as much piercing damage. You must have enough ammunition to hit each target.
Banishing Strike
Prerequisites: 17th-Level Ranger, Strength 19 or Charisma 19When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four rolls of your Exploit Die. It must succeed on a Charisma saving throw, or be shunted to a harmless demiplane where it is Incapacitated. At the start of your next turn it reappears in the unoccupied space nearest to the last space it occupied when you hit it with this attack.
Craft Masterwork Poison
Prerequisites: 17th-Level Ranger, Proficiency with Poisoner's KitAs an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Masterwork Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison. A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional necrotic damage equal to two rolls of your Exploit Die for each Exploit Die you spent, and the target must make a Constitution saving throw. On a failure, it has disadvantage on all ability checks, attack rolls, and saving throws until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration). If the creature fails by 5 or more, it is incapacitated, and it cannot move or speak until it is cured of this poison.
Inconceivable Dodge
Prerequisites: 17th-Level Ranger, Dexterity 19When you take damage, you can use your reaction to expend one Exploit Die and move with supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the triggering damaging effect as if it never affected you at all.
Mortal Blow
Prerequisites: 17th-Level RangerWhen you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw or it is considered vulnerable to the damage of this attack. If you had advantage on your attack roll, it makes this Constitution save with disadvantage. Regardless if the creature succeeds or fails on this saving throw, it takes additional damage of your weapon's type equal to four rolls of your Exploit Die. Finally, if the damage of this attack reduces the creature to 50 hit points or fewer, it falls prone and is stunned until the beginning of its next turn. A creature can use a Legendary Resistance to avoid this effect.
Steel Wind Slash
Prerequisites: 17th-Level Ranger, Strength 19 or Dexterity 19As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) and flourish a melee weapon then vanish. Choose up to five targets that you can see within 30 feet and make one melee weapon attack against each one. On a hit, each target takes damage of your weapon's type equal to two rolls of your Exploit Die for each Exploit Die you spent + either your Strength or Dexterity modifier. You then appear in an unoccupied space of your choice you can see within 5 feet of one of the targets of this Exploit.
Storm of Arrows
Prerequisites: 17th-Level Ranger, Dexterity 19As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must succeed on a Dexterity saving throw or they take piercing damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Dexterity modifier. Any creature that succeeds on its saving throw takes half as much piercing damage. You must have enough ammunition to hit each target.
Ranger Conclave
3rd-Level Ranger FeatureChoose your Conclave, a loose association of Rangers that share similar abilities. Your Ranger Conclave grants you features at 3rd level and again at 7th, 11th, and 15th level.
Conclave Exploits
Some Ranger Conclaves include a list of Exploits that all Rangers of that Conclave learn at the levels in its description. These Exploits don't count against your number of Exploits Known, and they can't be replaced when you learn a new Exploit. If you don't meet the prerequisites, you learn them regardless.Ranger Conclaves
Extra Attack
5th-Level Ranger FeatureYou can attack twice, instead of once, whenever you take the Attack action on your turn.
Feral Senses
5th-Level Ranger FeatureYou hunt with the skills of an apex predator. You can't have disadvantage on attack rolls against your Quarry. When you reach 18th level, you cannot have disadvantage on attack rolls against any target within 30 feet of you.
Tireless
11th-Level Ranger FeatureYou are always ready for another hunt, never letting foes rest. You regain all of your expended uses of Ranger's Quarry whenever you finish a short or long rest.
Foe Slayer
20th-Level Ranger FeatureYou are a Ranger of mythic skill, rivaling the great huntsmen of legend. Whenever you hit your Quarry with a weapon attack, you can immediately end the mark and cause that attack to deal maximum damage instead of rolling. If this damage creduces the creature to 50 hit points or fewer, it must succeed on a Constitution saving throw against your Exploit save DC or instantly be reduced to 0 hit points.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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Hit Points
Proficiencies
Equipment
As a ranger, you can choose to start with 5d4x10gp to purchase starting gear or with the following equipment:- (a) chain shirt and a large shield, (b) leather armor or (c) chain mail (if proficient).
- (a) two shortswords or (b) two simple melee weapons.
- (a) a longbow, 20 arrows, and a quiver or (b) a martial weapon.
- (a) a dungeoneer's pack or (b) an explorer's pack.
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