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Land’s Stride & Hide in Plain Sight

  • casting time 1 minute
  • range self

  • components nature
  • duration until you move

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 those created by the entangle spell.
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.

Ranger Difficult Terrain/ Hiding

Spellcasting

  • casting time Spell Save DC __________
  • range Spell Atk Bonus _______

  • components Ability = Wisdom
  • duration 9 prepared spells

Prepared Spells of Level 1+: You have 9 spells of 1st, 2nd, and 3rd level prepared from the Ranger spell list. You have 4 spell slots of 1st level, 3 spell slots of 2nd level, and 2 spell slots of 3rd level. You regain all expended slots when you finish a Long Rest.
Changing Your Prepared Spells: Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability: Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus: You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ranger Spellcasting

Favored Enemy

  • casting time Searching
  • range What you see and know

  • components Experience
  • duration Years to hone

(Advantage on History and Survival checks about Undead and Giants) You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Chosen type of favored enemy: Undead and Giants.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence(History) checks to recall information about them .
You also learn the language that is spoken by your favored enemies: Abyssal, Giant

Ranger Survival and History

Natural Explorer

  • casting time
  • range

  • components
  • duration

You are particularly familiar with types of natural environments and are adept at traveling and surviving in such regions. Forest, mountain, and coast. When you make an Intelligence or Wisdom check (Animal Handling, Insight, Investigation, Nature, and Perception if it has to do with Favored Terrain) 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.

Ranger Exploration Abilites

Ranger Features

  • casting time
  • range

  • components
  • duration

Deft Explorer
Thanks to your travels, you gain Expertise in 3 skill proficiencies with which you lack Expertise. You gain Expertise in these skills: Survival, Insight, Perception
Hunter’s Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Roving
Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Ranger Ranger Abilites

Hunter’s Prey

  • casting time
  • range

  • components
  • duration

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points.

Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.

Ranger Hunter Choice

Defensive Tactics

  • casting time
  • range

  • components
  • duration

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Escape the Horde. Opportunity Attacks have Disadvantage against you.

Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Ranger Hunter Choice

Primeval Awareness

  • casting time 1 Action
  • range 1 mile

  • components
  • duration 1 minute

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.

You can focus your awareness through the interconnections of nature and learn additional spells. These spells don't count against the number of ranger spells you know.
Speak with Animals, Locate Animals or Plants, Speak with Plants
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.

Ranger Hunter Spells and Spell Feature

Tireless

  • casting time 1 Action
  • range Self

  • components She just keeps going
  • duration

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Ranger Temp Hit Points/ Exhaustion

Ranger Ranger
Ranger Ranger
Ranger 1 Ranger 1
Ranger 1 Ranger 1
Ranger Ranger
Ranger 3 Ranger 3
Ranger 7 Ranger 7
Ranger 3 Ranger 3
Ranger 10 Ranger 10