+ 13) / 7)","faces":"(2 * floor((<$level$> + 13) / 7))","name":"Exploit Dice","number":1,"recharge":"restShort","type":"dicePool"}],"source":"LLAR:E","subclassShortName":"Bounty Hunter","subclassSource":"LLAR:E","type":"entries"}],"level":3,"name":"Bounty Hunter","source":"LLAR:E","subclassShortName":"Bounty Hunter","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your martial skills are especially potent when used against your chosen foe. Once per turn, when you force your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} to make a saving throw to resist the effects of an Exploit, you can force it to make its saving throw with disadvantage.","You also learn to identify, read, and speak in {@language Thieves' Cant}."],"foundryImg":"icons/skills/melee/sword-twirl-orange.webp","foundrySystem":{"activation":{"condition":"Once per turn, when you force your Quarry to make a saving throw to resist the effects of an Exploit","type":"special"}},"header":2,"languageProficiencies":[{"thieves' cant":true}],"level":7,"name":"Cunning Technique","source":"LLAR:E","subclassShortName":"Bounty Hunter","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/skills/melee/sword-twirl-orange.webp","foundrySystem":{"activation":{"condition":"Once per turn, when you force your Quarry to make a saving throw to resist the effects of an Exploit","type":"special"}},"header":2,"languageProficiencies":[{"thieves' cant":true}],"level":7,"subclassShortName":"Bounty Hunter","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are a master of disabling foes. When your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} misses you with a melee attack, you can force it to make a Dexterity saving throw against your Exploit Save DC as a reaction. On a failure, it suffers one of the following effects of your choice:",{"items":["You can knock it prone if it is Large or smaller.","You can automatically {@action grapple} it if you have a free hand.","You can make a single melee weapon attack against it."],"type":"list"}],"foundryImg":"icons/creatures/claws/claw-talons-yellow-red.webp","foundrySystem":{"activation.condition":"When your Quarry misses you with a melee attack","save.scaling":"dex"},"header":2,"level":11,"name":"Unwavering","source":"LLAR:E","subclassShortName":"Bounty Hunter","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/creatures/claws/claw-talons-yellow-red.webp","foundrySystem":{"activation.condition":"When your Quarry misses you with a melee attack","save.scaling":"dex"},"header":2,"level":11,"subclassShortName":"Bounty Hunter","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your nearly supernatural instincts allow you to predict your enemy's attacks. Once per turn when you take damage from your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry}, you can reduce the damage you would take by one roll of your Quarry Die."],"foundryImg":"icons/environment/people/commoner.webp","foundrySystem":{"actionType":"util","activation":{"condition":"Once per turn when you take damage from your Quarry","type":"special"},"formula":"
[email protected]"},"header":2,"level":15,"name":"Most Dangerous Game","source":"LLAR:E","subclassShortName":"Bounty Hunter","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/environment/people/commoner.webp","foundrySystem":{"actionType":"util","activation":{"condition":"Once per turn when you take damage from your Quarry","type":"special"},"formula":"
[email protected]"},"header":2,"level":15,"subclassShortName":"Bounty Hunter","subclassSource":"LLAR:E","type":"entries"}]],"subclassTableGroups":[{"colLabels":["Exploits Known","Exploit Die","Exploit Dice","High Degree"],"rows":[[0,0,0,0],[0,0,0,0],[2,"{@dice d4}",2,"1st"],[2,"{@dice d4}",2,"1st"],[3,"{@dice d4}",2,"1st"],[3,"{@dice d4}",2,"1st"],[4,"{@dice d6}",3,"2nd"],[4,"{@dice d6}",3,"2nd"],[4,"{@dice d6}",3,"2nd"],[4,"{@dice d6}",3,"2nd"],[5,"{@dice d6}",3,"2nd"],[5,"{@dice d6}",3,"2nd"],[5,"{@dice d6}",3,"2nd"],[5,"{@dice d6}",3,"2nd"],[6,"{@dice d8}",4,"3rd"],[6,"{@dice d8}",4,"3rd"],[6,"{@dice d8}",4,"3rd"],[6,"{@dice d8}",4,"3rd"],[7,"{@dice d8}",4,"3rd"],[7,"{@dice d8}",4,"3rd"]],"title":"Bounty Hunter Exploits"}]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR:E","additionalSpells":[{"prepared":{"13":["control water","watery sphere|xge"],"17":["control winds|xge","maelstrom|xge"],"3":["compelled duel","fog cloud"],"5":["gust of wind","misty step"],"9":["call lightning","water breathing"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Buccaneer","optionalfeatureProgression":[{"featureType":["FS:AR","LL:SK"],"name":"Sea Legs","progression":{"3":2},"required":{"3":["Aquatic Adept|LLAR","Mariner|LLExploits"]}}],"shortName":"Buccaneer","source":"LLAR:E","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Combining their survival skills, affinity for nature magic, and passion for the high seas, Buccaneers are Rangers who feel more at home on the water than on solid ground. Serving as sailors, pirates, marines, and privateers, they are often among the most valuable crew members on their vessel. What drove you to the sea? Were you pressed into service by a pirate king? Or, have you sworn to slay a sea monster?",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell compelled duel}, {@spell fog cloud}"],["5th","{@spell gust of wind}, {@spell misty step}"],["9th","{@spell call lightning}, {@spell water breathing}"],["13th","{@spell control water}, {@spell watery sphere|xge}"],["17th","{@spell control winds|xge}, {@spell maelstrom|xge}"]],"type":"table"}],"level":3,"name":"Buccaneer Spells","source":"LLAR:E","subclassShortName":"Buccaneer","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["The time you have spent at sea grants you abilities that land-locked Rangers lack. You gain the benefits listed below:",{"items":["You gain the {@optfeature Mariner|LLExploits} Fighting Style. If you already have this Fighting Style you gain another Fighting Style of your choice from those available to the Ranger class.","You learn the {@optfeature Aquatic Adept|LLAR} Knack, but it doesn't count against your total Knacks Known. If you already know this Knack you learn another Knack of your choice.","Whenever you make a Wisdom ({@skill Perception}) check that relies on your sense of sight, you gain a bonus to your roll equal to one roll of your Quarry Die."],"type":"list"}],"foundryImg":"icons/sundries/flags/banner-flag-pirate-blue.webp","foundrySystem":{"activation":{"condition":"Whenever you make a Wisdom (Perception) check that relies on your sense of sight","type":"special"},"formula":"
[email protected]"},"level":3,"name":"Sea Legs","source":"LLAR:E","subclassShortName":"Buccaneer","subclassSource":"LLAR:E","type":"entries"}],"level":3,"name":"Buccaneer","source":"LLAR:E","subclassShortName":"Buccaneer","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your experience has granted you increased resistance to the dangers of the sea. You gain resistance to cold, lightning, and thunder damage. Whenever you make an ability check or saving throw to resist being knocked {@condition prone} or moved against your will, you add one roll of your Quarry Die to your roll."],"foundryImg":"icons/tools/nautical/diving-helmet.webp","foundrySystem":{"activation":{"condition":"Whenever you make an ability check or saving throw to resist being knocked prone or moved against your will","type":"special"},"formula":"
[email protected]"},"header":2,"level":7,"name":"Windswept Hide","resist":["cold","lightning","thunder"],"source":"LLAR:E","subclassShortName":"Buccaneer","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/tools/nautical/diving-helmet.webp","foundrySystem":{"activation":{"condition":"Whenever you make an ability check or saving throw to resist being knocked prone or moved against your will","type":"special"},"formula":"
[email protected]"},"header":2,"level":7,"resist":["cold","lightning","thunder"],"subclassShortName":"Buccaneer","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You carry the magic of the high seas whether you are on sea or land. Once per turn when you hit a creature with a weapon attack, you can imbue the strike with watery magic, forcing it to make a Strength saving throw against your Spell save DC. On a failed save, it takes cold damage equal to a roll of your Quarry Die and is knocked back 10 feet in a straight line."],"foundryImg":"icons/magic/water/wave-water-blue.webp","foundrySystem":{"actionType":"save","activation":{"condition":"Once per turn when you hit a creature with a weapon attack","type":"special"},"damage.parts":[["@scale.alternate-ranger.quarry","cold"]],"save":{"ability":"str","scaling":"spell"}},"header":2,"level":11,"name":"Wrath of the Sea","source":"LLAR:E","subclassShortName":"Buccaneer","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/water/wave-water-blue.webp","foundrySystem":{"actionType":"save","activation":{"condition":"Once per turn when you hit a creature with a weapon attack","type":"special"},"damage.parts":[["@scale.alternate-ranger.quarry","cold"]],"save":{"ability":"str","scaling":"spell"}},"header":2,"level":11,"subclassShortName":"Buccaneer","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["When a creature you can see hits you with an attack, you can use a reaction to temporarily take on a watery form, halving the damage you would take from the triggering attack.","As part of this reaction, you can also move up to 10 feet without provoking opportunity attacks."],"foundryImg":"icons/magic/water/elemental-water.webp","foundrySystem":{"activation":{"condition":"When a creature you can see hits you with an attack","cost":1,"type":"reaction"}},"header":2,"level":15,"name":"Watery Resilience","source":"LLAR:E","subclassShortName":"Buccaneer","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/water/elemental-water.webp","foundrySystem":{"activation":{"condition":"When a creature you can see hits you with an attack","cost":1,"type":"reaction"}},"header":2,"level":15,"subclassShortName":"Buccaneer","subclassSource":"LLAR:E","type":"entries"}]],"subclassSpells":["compelled duel","fog cloud","gust of wind","misty step","call lightning","water breathing","control water","watery sphere|xge","control winds|xge","maelstrom|xge","compelled duel|xphb","fog cloud|xphb","gust of wind|xphb","misty step|xphb","call lightning|xphb","water breathing|xphb","control water|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR","_isStandardSource":true,"additionalSpells":[{"prepared":{"13":["greater invisibility","phantasmal killer"],"17":["mislead","seeming"],"3":["cause fear|xge","disguise self"],"5":["darkness","invisibility"],"9":["fear","nondetection"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Deep Stalker","shortName":"Deep Stalker","source":"LLAR","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Deep beneath the earth where the light of the sun is a dream, nameless things dwell in the deep shadow. The Rangers who stand against these unspeakable terrors of the darkness are known as Deep Stalkers. Though their skills were originally developed by denizens of the Underdark, Deep Stalkers can be found guarding anywhere darkness lies heavy on the land.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell cause fear|xge}, {@spell disguise self}"],["5th","{@spell darkness}, {@spell invisibility}"],["9th","{@spell fear}, {@spell nondetection}"],["13th","{@spell greater invisibility}, {@spell phantasmal killer}"],["17th","{@spell mislead}, {@spell seeming}"]],"type":"table"}],"level":3,"name":"Deep Stalker Spells","source":"LLAR","subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have adapted to stalk your prey without light. You gain {@sense darkvision} out to a range of 60 feet. If you already have darkvision from another feature, the range of your darkvision increases by 30 feet."],"foundryImg":"icons/magic/perception/eye-winged-pink.webp","level":3,"name":"Umbral Sight","source":"LLAR","subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You mimic the surprise tactics of the nameless creatures that dwell in the darkness. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are not {@quickref surprise||3||surprised} or {@condition incapacitated}.","Also, when you take the {@action Attack} action during your first turn in combat, you can make one additional attack as part of that action. On hit, it deals bonus damage equal to your level."],"foundryImg":"icons/magic/unholy/projectile-spear-glow-pink.webp","foundrySystem":{"activation":{"condition":"When you take the Attack action during your first turn in combat","type":"special"},"damage.parts":[["@details.level",""]]},"level":3,"name":"Dread Ambusher","source":"LLAR","subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"}],"level":3,"name":"Deep Stalker","source":"LLAR","subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have learned to conceal yourself even from the creatures native to the deep shadow. While you are in darkness, you are {@condition invisible} to creatures that rely on {@sense darkvision} to see you."],"foundryImg":"icons/magic/unholy/silhouette-robe-evil-power.webp","header":2,"level":7,"name":"Cloak of Shadows","source":"LLAR","subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/unholy/silhouette-robe-evil-power.webp","header":2,"level":7,"subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have trained your mind to resist the mental assaults that are common in the depths you stalk. You gain proficiency in Wisdom saving throws. If you are already proficient, you gain proficiency in either Intelligence or Charisma saving throws."],"foundryImg":"icons/equipment/head/helm-barbute-brass-steel.webp","header":2,"level":7,"name":"Iron Mind","savingThrowProficiencies":[{"wis":true},{"choose":{"from":["int","cha"]}}],"source":"LLAR","subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/equipment/head/helm-barbute-brass-steel.webp","header":2,"level":7,"savingThrowProficiencies":[{"wis":true},{"choose":{"from":["int","cha"]}}],"subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["In the unforgiving dark every strike could be the difference between life and death. Once per turn when you miss with a weapon attack, you can add one roll of your Quarry Die to your attack roll, possibly turning your miss into a hit.","In addition, your darkvision has improved, and allows you to see through both magical and nonmagical darkness."],"foundryImg":"icons/skills/ranged/daggers-thrown-salvo-green.webp","foundrySystem":{"actionType":"util","activation":{"condition":"Once per turn when you miss with a weapon attack","type":"special"},"formula":"@scale.alternate-ranger.quarry"},"header":2,"level":11,"name":"Precise Strikes","source":"LLAR","subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/skills/ranged/daggers-thrown-salvo-green.webp","foundrySystem":{"actionType":"util","activation":{"condition":"Once per turn when you miss with a weapon attack","type":"special"},"formula":"@scale.alternate-ranger.quarry"},"header":2,"level":11,"subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can manipulate the shadows to distract your foes. When a creature you can see targets you with an attack roll, you can use your reaction to cloak yourself in shadows and impose disadvantage on its attack roll.","If this reaction causes the attack to miss, you can make a weapon attack against your attacker as part of the same reaction. If you are in dim light or darkness when you make this special attack, you have advantage on your attack roll."],"foundryImg":"icons/magic/unholy/projectile-fireball-agile-purple.webp","foundrySystem":{"activation":{"condition":"When a creature you can see targets you with an attack roll","cost":1,"type":"reaction"}},"header":2,"level":15,"name":"Deadly Counter","source":"LLAR","subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/unholy/projectile-fireball-agile-purple.webp","foundrySystem":{"activation":{"condition":"When a creature you can see targets you with an attack roll","cost":1,"type":"reaction"}},"header":2,"level":15,"subclassShortName":"Deep Stalker","subclassSource":"LLAR","type":"entries"}]],"subclassSpells":["cause fear|xge","disguise self","darkness","invisibility","fear","nondetection","greater invisibility","phantasmal killer","mislead","seeming","disguise self|xphb","darkness|xphb","invisibility|xphb","fear|xphb","nondetection|xphb","greater invisibility|xphb","phantasmal killer|xphb","mislead|xphb","seeming|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR","_isStandardSource":true,"additionalSpells":[{"prepared":{"13":["dominate beast","elemental bane|xge"],"17":["awaken","dominate person"],"3":["absorb elements|xge","command"],"5":["dragon's breath|xge","warding bond"],"9":["elemental weapon","fear"]}}],"className":"Alternate Ranger","classSource":"LLAR","foundryAdvancement":[{"configuration":{"identifier":"breath","scale":{"11":{"die":6,"n":8},"15":{"die":6,"n":10}},"type":"dice"},"title":"Elemental Breath Damage","type":"ScaleValue"}],"name":"Drake Guard","shortName":"Drake Guard","source":"LLAR","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Sometimes wandering Rangers enter into the service of great dragons and are gifted a portion of their power. Undergoing an ancient ritual, they are bound to a Draconic Companion, a powerful scion of an elder dragon. Known as Drake Guards, these Rangers fight alongside their Companions as powerful draconic servants, and can eventually become dragon riders.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell absorb elements|xge}, {@spell command}"],["5th","{@spell dragon's breath|xge}, {@spell warding bond}"],["9th","{@spell elemental weapon}, {@spell fear}"],["13th","{@spell dominate beast}, {@spell elemental bane|xge}"],["17th","{@spell awaken}, {@spell dominate person}"]],"type":"table"}],"level":3,"name":"Drake Guard Spells","source":"LLAR","subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your soul has been bound to that of a Draconic Companion. You choose its Essence from the following options: acid, cold, fire, lightning, or poison. Its Essence influences the color of its scales, and once it is chosen it cannot be changed.","Your Companion uses the {@creature Draconic Companion|LLAR} stat block on this page, which uses your proficiency bonus (PB) and Ranger Spell save DC throughout. It cannot bear a rider.","Your Draconic Companion is friendly to you and your allies and it obeys your commands. In combat, it acts on your turn. It can move and use its reaction on its own, but it only takes the {@action Dodge} action on its turn unless you use a bonus action to order it to take an action from its stat block or another action. Also, whenever you take the attack action, you can forgo one of your attacks to command the Companion to attack. When you are incapacitated, your Companion acts on its own, and will to defend both itself and you to the best of its ability.","When your Companion is reduced to 0 hit points, it makes death saving throws like a player character would. If it dies, you can perform a special 1-hour ritual, which can be during a short or long rest, that restores it to life with 1 hit point. As part of this ritual, it can expend hit dice to regain hit points."],"foundryImg":"icons/creatures/reptiles/serpent-horned-green.webp","foundrySystem":{"actionType":"summ","activation.type":"hour"},"level":3,"name":"Draconic Companion","source":"LLAR","subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["The magic that bonds you to your {@subclassFeature Draconic Companion|Alternate Ranger|LLAR|Drake Guard|LLAR|3||Companion} has infused you with draconic power. You learn to speak, read, and write {@skill Draconic}, and when you cast a Ranger spell that deals acid, cold, fire, lightning, or poison damage, you can cause it to deal the damage type of your Companion's Essence instead."],"foundryImg":"icons/skills/trades/construction-carpentry-hammer-gray.webp","languageProficiencies":[{"draconic":true}],"level":3,"name":"Wyrmsoul","source":"LLAR","subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"},{"entries":["Interested in playing a true dragon rider? Check out the {@class Magus|LLMC|Order of Scales|Dragon Knight|LLMC} for the {@loader Magus Class|class/LaserLlama; Magus Class.json}, the arcane half-caster companion to the Paladin and Ranger!"],"name":"Sword, Sorcery, and Dragons!","type":"inset"}],"level":3,"name":"Drake Guard","source":"LLAR","subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["As your power increases, so does that of your {@subclassFeature Draconic Companion|Alternate Ranger|LLAR|Drake Guard|LLAR|3||Companion}. Your Companion becomes Medium in size, and can bear you as a rider so long as you are Medium or smaller. However, its flying speed is halved while you are riding it. You can also roll {@damage d6}s, in place of d4s, for the damage of its Claw attacks."],"foundryImg":"icons/creatures/reptiles/serpent-horned-green.webp","header":2,"level":7,"name":"Greater Companion","source":"LLAR","subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/creatures/reptiles/serpent-horned-green.webp","header":2,"level":7,"subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You and your {@subclassFeature Draconic Companion|Alternate Ranger|LLAR|Drake Guard|LLAR|3||Companion} can directly channel the elemental power of its Essence. As an action, you, or your Companion, can exhale a 30-foot cone of elemental breath. Creatures in that area must make a Dexterity saving throw against your Ranger Spell save DC. Creatures take {@damage 8d6} Essence damage on a failed save, and half as much damage on a success.","You and your Companion can use this feature a combined number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left, you can expend a spell slot of 3rd-level or higher to use this feature again."],"foundryImg":"icons/creatures/abilities/dragon-ice-breath-blue.webp","foundrySystem":{"actionType":"save","activation":{"cost":1,"type":"action"},"damage.parts":[["@scale.drake-guard.breath",""]],"save":{"ability":"dex","scaling":"spell"},"target":{"type":"cone","units":"ft","value":30},"uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":11,"name":"Elemental Breath","page":15,"source":"LLAR","subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/creatures/abilities/dragon-ice-breath-blue.webp","foundrySystem":{"actionType":"save","activation":{"cost":1,"type":"action"},"damage.parts":[["@scale.drake-guard.breath",""]],"save":{"ability":"dex","scaling":"spell"},"target":{"type":"cone","units":"ft","value":30},"uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":11,"subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your bond with your {@subclassFeature Draconic Companion|Alternate Ranger|LLAR|Drake Guard|LLAR|3||Companion} has unlocked its true power. As an action, your Companion can change its size, choosing to be Small, Medium, or Large. If it is Large in size, its flying speed is no longer halved while it bears you as its rider.","Also, once per turn when you command your Companion to attack, it can make two attacks instead of one. Finally, the damage of {@subclassFeature Elemental Breath|Alternate Ranger|LLAR|Drake Guard|LLAR|11} increases to {@damage 10d6} damage."],"foundryImg":"icons/commodities/metal/mail-chain-steel.webp","foundrySystem":{"activation":{"cost":null,"type":null},"damage.parts":[]},"header":2,"level":15,"name":"Mythic Companion","page":15,"source":"LLAR","subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/commodities/metal/mail-chain-steel.webp","foundrySystem":{"activation":{"cost":null,"type":null},"damage.parts":[]},"header":2,"level":15,"subclassShortName":"Drake Guard","subclassSource":"LLAR","type":"entries"}]],"subclassSpells":["absorb elements|xge","command","dragon's breath|xge","warding bond","elemental weapon","fear","dominate beast","elemental bane|xge","awaken","dominate person","command|xphb","warding bond|xphb","elemental weapon|xphb","fear|xphb","dominate beast|xphb","awaken|xphb","dominate person|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR","_isStandardSource":true,"additionalSpells":[{"innate":{"15":["misty step"]},"prepared":{"13":["charm monster|xge","dimension door"],"17":["geas","mislead"],"3":["cause fear|xge","charm person"],"5":["enthrall","misty step"],"9":["dispel magic","summon fey|tce"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Fey Wanderer","shortName":"Fey Wanderer","source":"LLAR","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["In your wild wanderings you have acquired the magic of the Feywild, and use it to augment your Ranger abilities. Whether you are the chosen warden of a Fey crossroads, the favored servant of an Archfey, or you pilfered your power in a fey wager, you now wield the whimsical and terrifying powers common to the Feywild.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can weave the wild and disorienting magic of the Feywild into your strikes, distracting and taunting your foes. You can choose for the bonus damage of your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2} feature to be psychic instead of your weapon's noraml damage type.","If you deal psychic damage to your Quarry with a melee weapon attack, it has disadvantage on all attack rolls against creatures other than you until the start of your next turn."],"foundryImg":"icons/creatures/magical/humanoid-silhouette-dashing-blue.webp","level":3,"name":"Beguiling Strikes","source":"LLAR","subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell cause fear|xge}, {@spell charm person}"],["5th","{@spell enthrall}, {@spell misty step}"],["9th","{@spell dispel magic}, {@spell summon fey|tce}"],["13th","{@spell charm monster|xge}, {@spell dimension door}"],["17th","{@spell geas}, {@spell mislead}"]],"type":"table"}],"level":3,"name":"Fey Wanderer Spells","source":"LLAR","subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["The magic of the Feywild has imbued you with a whimsical charm that makes others more likely to trust you, for good or ill. You gain proficiency in one of the following skills of your choice: {@skill Deception}, {@skill Performance}, or {@skill Persuasion}.","Also, whenever you make a Charisma check, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1)."],"foundryImg":"icons/magic/nature/elemental-plant-humanoid.webp","level":3,"name":"Otherworldly Mystique","skillProficiencies":[{"choose":{"count":1,"from":["deception","performance","persuasion"]}}],"source":"LLAR","subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"}],"level":3,"name":"Fey Wanderer","source":"LLAR","subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your familiarity with the abilities of the fey grants you increased defenses against their power. You have advantage on saving throws to resist being {@condition charmed} and {@condition frightened}.","Also, when a creature you can see within 30 feet makes a saving throw to resist the charmed or frightened condition, you can use a reaction to force another creature you can see within 60 feet to make a Wisdom saving throw against your Spell save DC. On a failure, it is either {@condition charmed} or {@condition frightened} of you (your choice) for 1 minute. The creature can repeat this saving at the end of each of its turns, ending this effect on a successful save."],"foundryImg":"icons/magic/control/buff-luck-fortune-green.webp","foundrySystem":{"abilityType":"save","activation":{"condition":"When a creature you can see within 30 feet makes a saving throw to resist the charmed or frightened condition","cost":1,"type":"reaction"},"range":{"units":"ft","value":60},"save":{"ability":"wis","scaling":"spell"}},"header":2,"level":7,"name":"Whimsical Ward","source":"LLAR","subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/control/buff-luck-fortune-green.webp","foundrySystem":{"abilityType":"save","activation":{"condition":"When a creature you can see within 30 feet makes a saving throw to resist the charmed or frightened condition","cost":1,"type":"reaction"},"range":{"units":"ft","value":60},"save":{"ability":"wis","scaling":"spell"}},"header":2,"level":7,"subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can call support from the otherworldly courts of the fey. You can cast {@spell summon fey|tce} without its material components.","Also, once per long rest, when you cast summon fey, you can cast it so that it does not require {@status concentration}. When you do, its duration is reduced from 1 hour to 1 minute."],"foundryImg":"icons/creatures/magical/fae-fairy-winged-glowing-green.webp","foundrySystem":{"activation":{"condition":"When you cast summon fey","type":"special"},"uses":{"max":1,"per":"lr","value":1}},"header":2,"level":11,"name":"Faerie Guardian","source":"LLAR","subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/creatures/magical/fae-fairy-winged-glowing-green.webp","foundrySystem":{"activation":{"condition":"When you cast summon fey","type":"special"},"uses":{"max":1,"per":"lr","value":1}},"header":2,"level":11,"subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can teleport through the Fey realm. You can cast {@spell misty step} without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.","When you cast misty step, you can touch a willing creature within 5 feet and teleport it along with you. It reappears in an unoccupied space within 5 feet of where you reappear."],"foundryImg":"icons/environment/wilderness/portal.webp","foundrySystem":{"uses.max":"max(1, @abilities.wis.mod)"},"header":2,"level":15,"name":"Mirthful Step","source":"LLAR","subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/environment/wilderness/portal.webp","foundrySystem":{"uses.max":"max(1, @abilities.wis.mod)"},"header":2,"level":15,"subclassShortName":"Fey Wanderer","subclassSource":"LLAR","type":"entries"}]],"subclassSpells":["cause fear|xge","charm person","enthrall","misty step","dispel magic","summon fey|tce","charm monster|xge","dimension door","geas","mislead","charm person|xphb","enthrall|xphb","misty step|xphb","dispel magic|xphb","dimension door|xphb","geas|xphb","mislead|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR:E","additionalSpells":[{"prepared":{"13":["blight","shadow of moil|xge"],"17":["enervation|xge","hold monster"],"3":["bane","hex"],"5":["hold person","shadow blade|xge"],"9":["bestow curse","vampiric touch"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Grim Warden","shortName":"Grim Warden","source":"LLAR:E","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Sometimes it takes a monster to destroy a monster. Those who take up the mantle of Grim Warden undergo a sinister alchemical ritual, the Warden's Rite, which enhances their physical abilities. They sacrifice any chance they have at a normal life by mingling their blood with that of monsters, so they may gain unnatural power to destroy their foes.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have passed through the Warden's Rite, an unholy alchemical ritual that suffuses your blood with the sinister power of monsters. You change in the ways listed below, which cannot be reversed:",{"items":["You gain proficiency with {@item alchemist's supplies|phb} and in {@skill Religion}. Whenever you make a check with either of these, you add one roll of your Quarry Die to your result.","You count as a humanoid and monstrosity for magical purposes.","Your hit point maximum increases by 3, and increases by 1 again each time you gain a level in this class."],"type":"list"}],"foundryImg":"icons/consumables/potions/bottle-corked-red.webp","level":3,"name":"Warden's Rite","skillProficiencies":[{"religion":true}],"source":"LLAR:E","subclassShortName":"Grim Warden","subclassSource":"LLAR:E","toolProficiencies":[{"alchemist's supplies":true}],"type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at Ranger levels indicated below. They count as Ranger spells for you, but don't count against the spells you prepare.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell bane}, {@spell hex}"],["5th","{@spell hold person}, {@spell shadow blade|xge}"],["9th","{@spell bestow curse}, {@spell vampiric touch}"],["13th","{@spell blight}, {@spell shadow of moil|xge}"],["17th","{@spell enervation|xge}, {@spell hold monster}"]],"type":"table"}],"level":3,"name":"Grim Warden Spells","source":"LLAR:E","subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can use your sinister blood magic to empower the mark on your foes. Whenever you mark a creature as your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry}, you can make a blood sacrifice instead of expending a use of Ranger's Quarry. When you do, you reduce your current and maximum hit points by one roll of your Quarry Die.","Any reductions to your maximum hit points by this feature are undone at the end of your next long rest.","For the duration, you can choose for the bonus damage of Ranger's Quarry to be necrotic. Necrotic damage dealt in this way ignores resistance and treats immunity as resistance.","Finally, when you deal necrotic damage to your Quarry in this way, it cannot regain hit points for the next minute."],"foundryImg":"icons/magic/death/skull-weapon-staff-glow-pink.webp","foundrySystem":{"activation":{"condition":"Whenever you mark a creature as your Quarry","type":"special"},"formula":"
[email protected]"},"level":3,"name":"Crimson Mark","source":"LLAR:E","subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"},{"entries":["If you like the idea of a full class that uses sinister blood magic, check out the {@loader Alternate Blood Hunter|class/LaserLlama; Alternate Blood Hunter.json}"],"name":"A Monster to Fight Monsters","type":"inset"}],"level":3,"name":"Grim Warden","source":"LLAR:E","subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["The sinister magic in enhances your physical capabilities. Your walking speed increases by 10 feet. Also, whenever you make a Strength, Dexterity, or Constitution ability check, you gain a bonus to your roll equal to one roll of your Quarry Die."],"foundryImg":"icons/tools/laboratory/mortar-liquid-pink.webp","header":2,"level":7,"name":"Dark Augmentation","source":"LLAR:E","subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/tools/laboratory/mortar-liquid-pink.webp","header":2,"level":7,"subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Powerful blood magic infuses all of your strikes. Once per turn, when you hit a creature with a melee weapon attack, you can deal an additional {@dice 1d10} necrotic damage to it."],"foundryImg":"icons/weapons/daggers/dagger-glowing-white.webp","foundrySystem":{"activation":{"condition":"Once per turn, when you hit a creature with a melee weapon attack","type":"special"},"damage.parts":[["1d10","necrotic"]]},"header":2,"level":11,"name":"Greater Crimson Mark","source":"LLAR:E","subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/weapons/daggers/dagger-glowing-white.webp","foundrySystem":{"activation":{"condition":"Once per turn, when you hit a creature with a melee weapon attack","type":"special"},"damage.parts":[["1d10","necrotic"]]},"header":2,"level":11,"subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["The dark magic that flows in your blood grants you defenses against evil magicks. You gain resistance to necrotic damage, and when you reduce your hit points with {@subclassFeature Crimson Mark|Alternate Ranger|LLAR|Grim Warden|LLAR:E|3}, you roll your Quarry Die twice and use the lower result."],"foundryImg":"icons/skills/wounds/injury-stitched-flesh-red.webp","header":2,"level":11,"name":"Sinister Resilience","resist":["necrotic"],"source":"LLAR:E","subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/skills/wounds/injury-stitched-flesh-red.webp","header":2,"level":11,"resist":["necrotic"],"subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["The magic of your Warden's Rite manifests its full potential. You have advantage on saving throws to resist the {@condition frightened} condition, and you are always under the effects of {@spell protection from evil and good||protection from good & evil} while you are conscious."],"foundryImg":"icons/magic/unholy/silhouette-robe-evil-glow.webp","header":2,"level":15,"name":"Sanguine Mastery","source":"LLAR:E","subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/unholy/silhouette-robe-evil-glow.webp","header":2,"level":15,"subclassShortName":"Grim Warden","subclassSource":"LLAR:E","type":"entries"}]],"subclassSpells":["bane","hex","hold person","shadow blade|xge","bestow curse","vampiric touch","blight","shadow of moil|xge","enervation|xge","hold monster","bane|xphb","hex|xphb","hold person|xphb","bestow curse|xphb","vampiric touch|xphb","blight|xphb","hold monster|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR","_isStandardSource":true,"additionalSpells":[{"prepared":{"13":["freedom of movement","mordenkainen's faithful hound"],"17":["tree stride","Swift Quiver (Alternate)|llspell"],"3":["expeditious retreat","snare|xge"],"5":["locate|llspell","Pass without Trace (Alternate)|llspell"],"9":["conjure volley (Alternate)|llspell","nondetection"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Hunter","optionalfeatureProgression":[{"featureType":["LL:SK"],"name":"Silent Steps","progression":{"3":1},"required":{"3":["Stalker I|LLAR"]}}],"shortName":"Hunter","source":"LLAR","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Hunters hold the line between civilization and the wilderness using their deadly tracking and hunting skills. In the shadows of every countryside town lurks a Hunter, silently taking care of any monster that threatens the peace. Hordes of orcs, vile trolls, great and terrible dragons, or great beasts of the wild, it matters not. A Hunter will always overcome their quarry.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell expeditious retreat}, {@spell snare|xge}"],["5th","{@spell locate creature (alternate)|llspell|locate}, {@spell pass without trace (alternate)|llspell}"],["9th","{@spell conjure volley (alternate)|llspell}, {@spell nondetection}"],["13th","{@spell mordenkainen's faithful hound||faithful hound}, {@spell freedom of movement}"],["17th","{@spell swift quiver (alternate)|llspell}, {@spell tree stride}"]],"type":"table"}],"level":3,"name":"Hunter Spells","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are always prepared to strike first, often getting the jump on your chosen prey. When you roll initiative, so long as you are not {@quickref surprise||3||surprised}, you can use your reaction to take the {@action Hide} action, the {@action Attack} action, or mark a creature as your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry}.","If you are surprised, you cannot take this special reaction, but you can act normally on your first turn of combat."],"foundryImg":"icons/magic/acid/dissolve-bone-skull.webp","foundrySystem":{"activation":{"condition":"When you roll initiative, so long as you are not surprised","cost":1,"type":"reaction"}},"level":3,"name":"Ambuscade","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You stalk your prey unseen until it is too late. You learn the {@optfeature Stalker I|LLAR} Knack, but it does not count against your Knacks Known. If you know this Knack you learn another of your choice."],"foundryImg":"icons/skills/trades/construction-carpentry-hammer-gray.webp","level":3,"name":"Silent Steps","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}],"level":3,"name":"Hunter","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your unyielding focus allows you to parry and counter foe's attacks. When your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} targets you with an attack you can see, you can use your reaction to add your Wisdom modifier (minimum of +1) to your Armor Class against that attack.","If this causes the attack to miss, you can make one weapon attack against your Quarry as part of that same reaction."],"foundryImg":"icons/skills/melee/swords-parry-block-yellow.webp","foundrySystem":{"ability":"wis","actionType":"util","activation":{"condition":"When your Quarry targets you with an attack you can see","cost":1,"type":"reaction"},"formula":"max(1, @mod)"},"header":2,"level":7,"name":"Cunning Parry","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/skills/melee/swords-parry-block-yellow.webp","foundrySystem":{"ability":"wis","actionType":"util","activation":{"condition":"When your Quarry targets you with an attack you can see","cost":1,"type":"reaction"},"formula":"max(1, @mod)"},"header":2,"level":7,"subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are relentless, stalking your chosen foes until they are all eradicated. When your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} is slain, you can mark another creature you can see as your Quarry (no action required) without expending a use of Ranger's Quarry or a spell slot."],"foundryImg":"icons/skills/targeting/crosshair-triple-strike-orange.webp","foundrySystem":{"activation":{"condition":"When your Quarry is slain","type":"special"}},"header":2,"level":7,"name":"Relentless Hunter","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/skills/targeting/crosshair-triple-strike-orange.webp","foundrySystem":{"activation":{"condition":"When your Quarry is slain","type":"special"}},"header":2,"level":7,"subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are able to cut your chosen prey down as blades of grass. You gain the features listed below, each of which can be used as an action on each of your turns. You must be wielding the correct weapon in order to use the corresponding feature:",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Choose a point you can see within the normal range of a ranged weapon you are wielding. You can make a ranged weapon attack against creatures of your choice within 10 feet of that point. You must have ammunition for each target, and you must make a separate attack roll for each as normal."],"foundrySystem":{"actionType":null,"activation":{"cost":1,"type":"action"}},"level":11,"name":"Volley","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You make a melee weapon attack against any number of creatures within the reach of a melee weapon you are wielding, making a separate attack roll for each creature."],"foundrySystem":{"actionType":null,"activation":{"cost":1,"type":"action"}},"level":11,"name":"Whirlwind","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/death/skull-trio-badge-purple.webp","foundrySystem":{"activation":{"cost":null,"type":null}},"header":2,"level":11,"name":"Horde Breaker","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/death/skull-trio-badge-purple.webp","foundrySystem":{"activation":{"cost":null,"type":null}},"header":2,"level":11,"subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your deadly skills rival those of the great hunters of legend and myth. You add your Wisdom modifier (minimum of +1) to all weapon attack rolls you make against your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry}."],"foundryImg":"icons/equipment/shield/kite-wooden-oak-glow.webp","foundrySystem":{"ability":"wis","actionType":"other","formula":"max(1, @mod)"},"header":2,"level":15,"name":"Ruthless Focus","source":"LLAR","subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/equipment/shield/kite-wooden-oak-glow.webp","foundrySystem":{"ability":"wis","actionType":"other","formula":"max(1, @mod)"},"header":2,"level":15,"subclassShortName":"Hunter","subclassSource":"LLAR","type":"entries"}]],"subclassSpells":["expeditious retreat","snare|xge","locate creature (alternate)|llspell","Pass without Trace (Alternate)|llspell","conjure volley (Alternate)|llspell","nondetection","freedom of movement","mordenkainen's faithful hound","tree stride","Swift Quiver (Alternate)|llspell","expeditious retreat|xphb","nondetection|xphb","freedom of movement|xphb","mordenkainen's faithful hound|xphb","tree stride|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR","_isStandardSource":true,"additionalSpells":[{"prepared":{"13":["banishment","mordenkainen's faithful hound"],"17":["dispel evil and good","hold monster"],"3":["bane","protection from evil and good"],"5":["see invisibility","moonbeam"],"9":["magic circle","protection from energy"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Monster Slayer","optionalfeatureProgression":[{"featureType":["LL:SK"],"name":"Slayer's Cunning","progression":{"3":1},"required":{"3":["Slayer I|LLAR"]}}],"shortName":"Monster Slayer","source":"LLAR","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Some Rangers are driven from civilized life by a deep hatred for monsters. Often victims of these terrible monsters in their youth, those that take up the mantle of Monster Slayer travel the world hunting for vile supernatural creatures that prey on innocent mortals and ruthlessly annihilate them. They track down vampires, evil fey, restless spirits, werewolves, and any other vile creature and destroy them without hesitation.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell bane}, {@spell protection from evil and good||protection from evil & good}"],["5th","{@spell moonbeam}, {@spell see invisibility}"],["9th","{@spell magic circle}, {@spell protection from energy}"],["13th","{@spell banishment}, {@spell mordenkainen's faithful hound||faithful hound}"],["17th","{@spell dispel evil and good||dispel evil & good}, {@spell hold monster}"]],"type":"table"}],"level":3,"name":"Monster Slayer Spells","source":"LLAR","subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have dedicated yourself to the destruction of creatures of darkness, and study their weaknesses. You gain proficiency in your choice of {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.","As a bonus action, you can analyze a creature you can see within 30 feet, making an ability check using the skill below corresponding to its creature type (DC equals 10 + its CR):",{"colLabels":["Skill","Creature Types"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@skill Arcana}","Aberrations, Dragons, Monstrosities"],["{@skill History}","Giants, Humanoids"],["{@skill Nature}","Beasts, Elementals, Oozes, Plants"],["{@skill Religion}","Celestials, Fey, Fiends, Undead"]],"type":"table"},"On a successful check, you learn one of the following characteristics of your choice: its highest ability score, lowest ability score, its damage vulnerabilities, its damage resistances or immunities, its condition immunities, or another weakness it may have. If the characteristic you choose doesn't apply the DM reveals another characteristic to you.","If you analyze your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} with this feature you can add one roll of your Quarry Die to your ability check."],"foundryImg":"icons/sundries/books/book-embossed-steel-green.webp","foundrySystem":{"formula":"
[email protected]","range":{"units":"ft","value":30}},"level":3,"name":"Knowledge of the Hunt","skillProficiencies":[{"choose":{"from":["arcana","history","nature","religion"]}}],"source":"LLAR","subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are always prepared to hunt. You gain the {@optfeature Slayer I|LLAR} Knack, but it does not count against your total number of Knacks Known.","You can also use {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2} once between each short or long rest without expending a use of it."],"foundryImg":"icons/magic/perception/eye-tendrils-web-purple.webp","foundrySystem":{"activation.type":"none","uses":{"max":1,"per":"sr","value":1}},"level":3,"name":"Slayer's Cunning","source":"LLAR","subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"}],"level":3,"name":"Monster Slayer","source":"LLAR","subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have trained your mind to better resist the supernatural assaults of your hated foes. Whenever your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} forces you to make an ability check or saving throw you gain a bonus to your roll equal to one roll of your Quarry Die."],"foundryImg":"icons/commodities/metal/fragments-steel-barbed.webp","foundrySystem":{"activation":{"condition":"Whenever your Quarry forces you to make an ability check or saving throw","type":"special"},"formula":"
[email protected]"},"header":2,"level":7,"name":"Iron Focus","source":"LLAR","subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/commodities/metal/fragments-steel-barbed.webp","foundrySystem":{"activation":{"condition":"Whenever your Quarry forces you to make an ability check or saving throw","type":"special"},"formula":"
[email protected]"},"header":2,"level":7,"subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your hatred for evil empowers your weapons. Your weapon attacks against your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} treat its damage immunities as resistances, and ignore any damage resistances it has.","Moreover, when your Quarry misses you with an attack or you succeed on a saving throw it forced you to make, you can use your reaction to make a single weapon attack against it."],"foundryImg":"icons/skills/ranged/arrow-flying-ornate-gold.webp","foundrySystem":{"activation.condition":"When your Quarry misses you with an attack or you succeed on a saving throw it forced you to make"},"header":2,"level":11,"name":"Monster's Nemesis","source":"LLAR","subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/skills/ranged/arrow-flying-ornate-gold.webp","foundrySystem":{"activation.condition":"When your Quarry misses you with an attack or you succeed on a saving throw it forced you to make"},"header":2,"level":11,"subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You do everything in your power to prevent the monsters you hunt from harming the innocent. When you see your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} attempt to cast a spell, teleport, or use another supernatural or magical ability from its stat block, you can make a single weapon attack against it as a reaction. On hit, your Quarry must succeed on a Wisdom saving throw against your Spell save DC, or its spell, teleport, or other ability is thwarted and fails to take effect.","When you use this feature and your attack hits, you can choose to instantly end the effects of Ranger's Quarry to cause the creature to automatically fail its Wisdom saving throw."],"foundryImg":"icons/magic/control/debuff-energy-snare-blue.webp","foundrySystem":{"activation.condition":"When you see your Quarry attempt to cast a spell, teleport, or use another supernatural or magical ability from its stat block"},"header":2,"level":15,"name":"Ruthless Counter","source":"LLAR","subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/control/debuff-energy-snare-blue.webp","foundrySystem":{"activation.condition":"When you see your Quarry attempt to cast a spell, teleport, or use another supernatural or magical ability from its stat block"},"header":2,"level":15,"subclassShortName":"Monster Slayer","subclassSource":"LLAR","type":"entries"}]],"subclassSpells":["bane","protection from evil and good","see invisibility","moonbeam","magic circle","protection from energy","banishment","mordenkainen's faithful hound","dispel evil and good","hold monster","bane|xphb","protection from evil and good|xphb","see invisibility|xphb","moonbeam|xphb","magic circle|xphb","protection from energy|xphb","banishment|xphb","mordenkainen's faithful hound|xphb","dispel evil and good|xphb","hold monster|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR:E","additionalSpells":[{"prepared":{"13":["dimension door","divination"],"17":["commune","seeming"],"3":["comprehend languages","disguise self"],"5":["detect thoughts","misty step"],"9":["clairvoyance","tongues"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Nomad","shortName":"Nomad","source":"LLAR:E","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Whether by birth, happenstance, or a ritual, the mind of every Nomad has been connected to the mystical web of knowledge known as the Noosphere. This psionic link allows Nomads to access knowledge from far-off places and distant lives. These strange wanderers spend their lives collecting hidden lore to add to this web of information that connects every Nomad.","Drawing on this network, these Rangers can use psionic abilities to slip through cracks in reality, assault the minds of their foes, and draw on the knowledge of other Nomads.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell comprehend languages}, {@spell disguise self}"],["5th","{@spell detect thoughts}, {@spell misty step}"],["9th","{@spell clairvoyance}, {@spell tongues}"],["13th","{@spell dimension door}, {@spell divination}"],["17th","{@spell commune}, {@spell seeming}"]],"type":"table"}],"level":3,"name":"Nomad Spells","source":"LLAR:E","subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can imbue your strikes with the psionic power of the noosphere to disrupt your foe's mind. Once per turn when you hit your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} with a weapon attack, you can force it to make an Intelligence saving throw against your Ranger Spell save DC. On a failure, all damage dealt by your attack becomes psychic damage, and your Quarry can't see, hear, or sense you in any way until the start of your next turn."],"foundryImg":"icons/magic/control/hypnosis-mesmerism-watch.webp","foundrySystem":{"activation":{"condition":"Once per turn when you hit your Quarry with a weapon attack","type":"special"}},"level":3,"name":"Expunging Strikes","source":"LLAR:E","subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can use your connection to the Noosphere to draw knowledge from the Nomads of past and present. Each time you finish a long rest, you gain proficiency in one skill or tool, or learn to speak, read, and write a language of your choice. You retain the knowledge of this language or skill proficiency until the end of your next long rest.","Beginning at 11th level in this class, you gain two proficiencies or languages of your choice through this feature at the end of a long rest, following these rules."],"foundryImg":"icons/creatures/magical/humanoid-silhouette-aliens-green.webp","foundrySystem":{"activation.type":null,"uses":{"max":null,"per":null,"value":null}},"level":3,"name":"Mystic Knowledge","source":"LLAR:E","subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"},{"entries":["For mechanics to match the fantasy of a psionic Ranger, replace all Ranger and Nomad Conclave features that use Wisdom with Intelligence."],"name":"Optional Rule: Psionic Spellcasting","type":"inset"}],"level":3,"name":"Nomad","source":"LLAR:E","subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can temporarily merge your consciousness with the Noosphere to avoid harm and move through the world in strange ways. You gain the two features below. You can use these features a combined number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","consumes":{"name":"Nomad's Step"},"entries":["When you are hit by an attack you can see, you can use a reaction to disappear into the Noosphere, causing that attack to miss. You then instantly reappear in an unoccupied space that you had occupied at some point since the beginning of your previous turn."],"foundrySystem":{"activation":{"condition":"When you are hit by an attack you can see","cost":1,"type":"reaction"}},"level":7,"name":"Phase Defense","source":"LLAR:E","subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","consumes":{"name":"Nomad's Step"},"entries":["As a bonus action, you expend any amount of your remaining movement to instantly teleport a number of feet equal to the movement you expended, reappearing in an unoccupied space you can see within that range."],"level":7,"name":"Psionic Jaunt","source":"LLAR:E","subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/environment/wilderness/terrain-river-road-gray.webp","foundrySystem":{"activation.type":"none","uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":7,"name":"Nomad's Step","source":"LLAR:E","subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/environment/wilderness/terrain-river-road-gray.webp","foundrySystem":{"activation.type":"none","uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":7,"subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your connection to the Noosphere has grown. You regain all uses of {@subclassFeature Nomad's Step|Alternate Ranger|LLAR|Nomad|LLAR:E|7} when you finish a short or long rest."],"foundryImg":"icons/magic/movement/trail-streak-zigzag-yellow.webp","foundrySystem":{"activation.type":null,"uses":{"max":null,"per":null,"value":null}},"header":2,"level":11,"name":"Strange Movement","source":"LLAR:E","subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/movement/trail-streak-zigzag-yellow.webp","foundrySystem":{"activation.type":null,"uses":{"max":null,"per":null,"value":null}},"header":2,"level":11,"subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["When reappearing from the Noosphere you can assault your foes with the residual psionic power. When you teleport with a Nomad Spell or Nomad feature, you can force all creatures within 10 feet of the point you appear to make an Intelligence saving throw against your Spell save DC. They take psychic damage equal to one roll of your Quarry Die on a failed save, and half as much on a successful saving throw."],"foundryImg":"icons/magic/lightning/orb-ball-purple.webp","foundrySystem":{"actionType":"save","damage.parts":[["
[email protected]","psychic"]],"save":{"ability":"int","scaling":"spell"},"target":{"type":"radius","units":"ft","value":10}},"header":2,"level":15,"name":"Mystical Burst","source":"LLAR:E","subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/lightning/orb-ball-purple.webp","foundrySystem":{"actionType":"save","damage.parts":[["
[email protected]","psychic"]],"save":{"ability":"int","scaling":"spell"},"target":{"type":"radius","units":"ft","value":10}},"header":2,"level":15,"subclassShortName":"Nomad","subclassSource":"LLAR:E","type":"entries"}]],"subclassSpells":["comprehend languages","disguise self","detect thoughts","misty step","clairvoyance","tongues","dimension door","divination","commune","seeming","comprehend languages|xphb","disguise self|xphb","detect thoughts|xphb","misty step|xphb","clairvoyance|xphb","tongues|xphb","dimension door|xphb","divination|xphb","commune|xphb","seeming|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR","_isStandardSource":true,"additionalSpells":[{"prepared":{"13":["banishment","dimension door"],"17":["planar binding","teleportation circle"],"3":["alarm","protection from evil and good"],"5":["misty step","rope trick"],"9":["haste","magic circle"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Planar Warden","shortName":"Planar Warden","source":"LLAR","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Planar Wardens dedicate their lives to preserving the balance of the multiverse by defending their native plane of existence from otherworldly threats. Keeping watch over planar portals these esoteric warriors can draw on the power of the planes to destroy outsiders that would seek to invade their homes.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["As an action, you can detect the exact distance and direction of the nearest creature alien to your current plane or planar portal within 1 mile that isn't shielded from divination magic. As part of this action you can exclude targets of your choice.","Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses, you can expend a spell slot of 1st-level or higher to use this again."],"foundryImg":"icons/environment/wilderness/portal.webp","level":3,"name":"Extraplanar Senses","source":"LLAR","subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can augment your strikes with extraplanar energies. You can choose for the additional damage of {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2} to be force damage in place of your weapon's damage type.","Moreover, you can mark any creatures not native to your current plane of existence as your Quarry without expending a use of Ranger's Quarry. For example, while you are on the material plane, you can use this feature to mark aberrations, celestials, elementals, fey, and fiends, as your Quarry."],"foundryImg":"icons/magic/control/energy-stream-link-spiral-orange.webp","level":3,"name":"Planar Warrior","source":"LLAR","subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell alarm}, {@spell protection from evil and good||protection from evil & good}"],["5th","{@spell misty step}, {@spell rope trick}"],["9th","{@spell haste}, {@spell magic circle}"],["13th","{@spell banishment}, {@spell dimension door}"],["17th","{@spell planar binding}, {@spell teleportation circle}"]],"type":"table"}],"level":3,"name":"Planar Warden Spells","source":"LLAR","subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"}],"level":3,"name":"Planar Warden","source":"LLAR","subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can briefly move between planes to disorient your foes. When you take the {@action Attack} action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.","Any distance you teleport with this feature counts against your total movement for your turn."],"foundryImg":"icons/magic/control/debuff-chains-ropes-purple.webp","foundrySystem":{"activation":{"condition":"When you take the Attack action","type":"special"}},"header":2,"level":7,"name":"Ethereal Step","source":"LLAR","subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/control/debuff-chains-ropes-purple.webp","foundrySystem":{"activation":{"condition":"When you take the Attack action","type":"special"}},"header":2,"level":7,"subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your ability to move between the planes has improved. If you use {@subclassFeature Ethereal Step|Alternate Ranger|LLAR|Planar Warden|LLAR|7} and attack at least two different creatures with that action, you can make one additional attack as part of that {@action Attack} action against a third creature.","In addition, when you use Ethereal Step and then make an attack, you can choose for your attack to deal force damage."],"foundryImg":"icons/magic/movement/portal-vortex-orange.webp","header":2,"level":11,"name":"Empowered Strikes","source":"LLAR","subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/movement/portal-vortex-orange.webp","header":2,"level":11,"subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can partially phase out of your current plane to resist the assaults of your foes. When you take damage from an attack or spell that you can see, you can use your reaction to grant yourself resistance to the damage of that attack for this turn."],"foundryImg":"icons/magic/defensive/barrier-shield-dome-blue-purple.webp","foundrySystem":{"activation":{"condition":"When you take damage from an attack or spell that you can see","cost":1,"type":"reaction"}},"header":2,"level":15,"name":"Ethereal Defense","source":"LLAR","subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/defensive/barrier-shield-dome-blue-purple.webp","foundrySystem":{"activation":{"condition":"When you take damage from an attack or spell that you can see","cost":1,"type":"reaction"}},"header":2,"level":15,"subclassShortName":"Planar Warden","subclassSource":"LLAR","type":"entries"}]],"subclassSpells":["alarm","protection from evil and good","misty step","rope trick","haste","magic circle","banishment","dimension door","planar binding","teleportation circle","alarm|xphb","protection from evil and good|xphb","misty step|xphb","rope trick|xphb","haste|xphb","magic circle|xphb","banishment|xphb","dimension door|xphb","planar binding|xphb","teleportation circle|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR:E","additionalSpells":[{"innate":{"15":["alter self"]},"prepared":{"13":["dominate beast","guardian of nature|xge"],"17":["tree stride","commune with nature"],"3":["Animal friendship","Beast bond|xge"],"5":["alter self","pass without trace (alternate)|llspell"],"9":["conjure animals","nondetection"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Shifter","optionalfeatureProgression":[{"featureType":["LL:SK"],"name":"Wild Empathy","progression":{"3":1},"required":{"3":["Wild Insight I|LLAR"]}}],"shortName":"Shifter","source":"LLAR:E","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["While all Rangers have a unique bond with the wilds, those who join the Conclave of Shifters take this bond to its extreme. Using the ancient and powerful magic of Druids, these Rangers are able to change their physical form and take on the shape of the beasts they defend. They use this primal power to stand as guardians of all wildlife and the natural world.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can draw on primal nature magic to take the shape of beasts, much like a Druid does. You gain the ability to Wild Shape. As a bonus action on your turn, you can use this ability to assume the form of any beast that you have physically touched while it was living.","Your Ranger level determines the maximum CR of the beasts that you can transform into, as shown in the table below. You must obey all the other rules for Wild Shape as they are detailed in Druid's {@classFeature Wild Shape|Druid||2} feature in the Player's Handbook. See the table below:",{"colLabels":["Ranger Level","Max CR","Limitations","Example"],"colStyles":["col-2 text-center","col-2 text-center","col-5 text-center","col-3 text-center"],"rows":[["3rd","{@filter 1/4|bestiary|Challenge Rating=[&0;&1/4]|type=beast|miscellaneous=!swarm|speed type=!fly;!swim}","No Flying or Swimming Speed","{@creature Panther}"],["7th","{@filter 1/2|bestiary|Challenge Rating=[&0;&1/2]|type=beast|miscellaneous=!swarm|speed type=!fly}","No Flying Speed","{@creature Reef Shark}"],["11th","{@filter 1|bestiary|Challenge Rating=[&0;&1]|type=beast|miscellaneous=!swarm}","—","{@creature Giant Eagle}"],["15th","{@filter 2|bestiary|Challenge Rating=[&0;&2]|type=beast|miscellaneous=!swarm}","—","{@creature Cave Bear}"]],"type":"table"},"You can stay in Wild Shape for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, or if you fall unconscious, you drop to 0 hit points, or you die.","Once you use your Wild Shape you must complete a short or long rest before you can use it again, unless you expend a spell slot of 1st-level or higher to use Wild Shape again."],"foundryImg":"icons/creatures/mammals/deer-antlers-blue.webp","level":3,"name":"Limited Wild Shape","source":"LLAR:E","subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell animal friendship}, {@spell beast bond|xge}"],["5th","{@spell alter self}, {@spell pass without trace (alternate)|llspell}"],["9th","{@spell conjure animals}, {@spell nondetection}"],["13th","{@spell dominate beast}, {@spell guardian of nature|xge}"],["17th","{@spell commune with nature}, {@spell tree stride}"]],"type":"table"}],"level":3,"name":"Shifter Spells","source":"LLAR:E","subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["The nature magic you wield enables a bond with the beasts you defend. You learn the {@optfeature Wild Insight I|LLAR} Knack, but it does not count against your total number of Knacks Known. If you already know Wild Insight I, you instead learn another Knack of your choice that you meet the prerequisites for."],"foundryImg":"icons/magic/nature/leaf-juggle-humanoid-green.webp","level":3,"name":"Wild Empathy","source":"LLAR:E","subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"}],"level":3,"name":"Shifter","source":"LLAR:E","subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["The primal power you channel grants you the abilities of a true Druid. You learn to speak {@language Druidic}, and you can use it to decode and leave hidden messages for other Druids. You also count as a Druid for the purposes of attuning to magic items.","Finally, your {@subclassFeature Limited Wild Shape|Alternate Ranger|LLAR|Shifter|LLAR:E|3||Wild Shape} form's attacks count as magical for the purpose of overcoming resistances and immunities."],"foundryImg":"icons/magic/nature/leaf-juggle-humanoid-green.webp","header":2,"languageProficiencies":[{"druidic":true}],"level":7,"name":"Druidic Soul","source":"LLAR:E","subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/nature/leaf-juggle-humanoid-green.webp","header":2,"languageProficiencies":[{"druidic":true}],"level":7,"subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can infuse your {@subclassFeature Limited Wild Shape|Alternate Ranger|LLAR|Shifter|LLAR:E|3||Wild Shape} transformation with primal magic. As part of the bonus action you use to Wild Shape, you can expend a spell slot of 1st-level or higher to exceed the normal CR limitations of Wild Shape. When you do so, you can transform into a beast with a CR equal to or lower than the level of the spell slot you expended to transform.","Once you use this feature you must finish a short or long rest before you can empower Wild Shape in this way again.","Moreover, you can roll your Quarry Die for the damage die of your Wild Shape form attacks unless the form's is higher."],"foundryImg":"icons/magic/nature/leaf-hand-green.webp","foundrySystem":{"activation":{"condition":"As part of the bonus action you use to Wild Shape","cost":null,"type":"special"},"consume":{"cost":1,"target":"spells.spell1.value","type":"attribute"},"damage.parts":[["@scale.alternate-ranger.quarry",""]],"uses":{"max":1,"per":"sr","value":1}},"header":2,"level":11,"name":"Empowered Shapes","source":"LLAR:E","subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/nature/leaf-hand-green.webp","foundrySystem":{"activation":{"condition":"As part of the bonus action you use to Wild Shape","cost":null,"type":"special"},"consume":{"cost":1,"target":"spells.spell1.value","type":"attribute"},"damage.parts":[["@scale.alternate-ranger.quarry",""]],"uses":{"max":1,"per":"sr","value":1}},"header":2,"level":11,"subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are so in tune with your abilities that you can transform your normal form in subtle ways at will. You can cast {@spell alter self} at will, targeting only yourself, without expending a spell slot."],"foundryImg":"icons/creatures/mammals/elk-moose-marked-green.webp","header":2,"level":15,"name":"Thousand Forms","source":"LLAR:E","subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/creatures/mammals/elk-moose-marked-green.webp","header":2,"level":15,"subclassShortName":"Shifter","subclassSource":"LLAR:E","type":"entries"}]],"subclassSpells":["Animal friendship","Beast bond|xge","alter self","pass without trace (alternate)|llspell","conjure animals","nondetection","dominate beast","guardian of nature|xge","tree stride","commune with nature","animal friendship|xphb","alter self|xphb","conjure animals|xphb","nondetection|xphb","dominate beast|xphb","tree stride|xphb","commune with nature|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR","_isStandardSource":true,"additionalSpells":[{"innate":{"15":["absorb elements|xge"]},"prepared":{"13":["arcane eye","otiluke's resilient sphere"],"17":["dispel evil and good","wall of force"],"3":["absorb elements|xge","detect magic"],"5":["blindness/deafness","silence"],"9":["counterspell","dispel magic"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Spellbreaker","shortName":"Spellbreaker","source":"LLAR","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Spellbreakers are a small but dedicated Conclave of Rangers that specialize in hunting mages who use their arcane power for evil. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy anyone with the potential to use magic. Most Spellbreakers work in secrecy, only striking when success is a certainty. If a wrong move could end in disintegration, there is no room for error.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You ward your weapons with antimagic enchantments. When you hit your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} with a weapon attack, it has disadvantage on its subsequent Constitution saving throw to maintain {@condition concentration} on spells.","Also, whenever you see or hear a creature within your reach attempt to cast a spell, you can use your reaction to make an opportunity attack against it."],"foundryImg":"icons/skills/melee/strike-dagger-skull-white.webp","foundrySystem":{"activation.condition":"Whenever you see or hear a creature within your reach attempt to cast a spell"},"level":3,"name":"Mage Breaker","source":"LLAR","subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. They count as Ranger spells for you, but they don't count against the spells you prepare.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell absorb elements|xge}, {@spell detect magic}"],["5th","{@spell blindness/deafness}, {@spell silence}"],["9th","{@spell counterspell}, {@spell dispel magic}"],["13th","{@spell arcane eye}, {@spell otiluke's resilient sphere||resilient sphere}"],["17th","{@spell dispel evil and good||dispel evil & good}, {@spell wall of force}"]],"type":"table"}],"level":3,"name":"Spellbreaker Spells","source":"LLAR","subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have learned to see the arcane potential of creatures. When you mark a creature as your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry}, you instantly learn its spellcasting ability (if it has one) and the level of the highest level spell that it has the ability to cast.","If your Quarry is hidden from divination magic, such as by a {@spell nondetection} spell, it appears as if it cannot cast spells."],"foundryImg":"icons/magic/perception/eye-ringed-glow-angry-small-teal.webp","level":3,"name":"Spellsight","source":"LLAR","subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"},{"entries":["Looking for a more dedicated mage hunter? Check out the {@class Magus|LLMC|Order of Spellbreakers|Spellbreaker|LLMC} for the {@loader Magus Class|class/LaserLlama; Magus Class.json}.","The Magus is an Intelligence-based, arcane half-caster that serves as the counterpart to the Ranger and Paladin. Hunt with mastery of spell & sword!"],"name":"Arcane Spellbreaker","type":"inset"}],"level":3,"name":"Spellbreaker","source":"LLAR","subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can steel yourself to better resist the magics of your foes. Whenever your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} forces you to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).","Moreover, whenever your Quarry subjects you to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success, and only half damage on a failed saving throw."],"foundryImg":"icons/magic/defensive/shield-barrier-blue.webp","foundrySystem":{"ability":"wis","actionType":"other","formula":"max(1, @mod)"},"header":2,"level":7,"name":"Arcane Defense","source":"LLAR","subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/defensive/shield-barrier-blue.webp","foundrySystem":{"ability":"wis","actionType":"other","formula":"max(1, @mod)"},"header":2,"level":7,"subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are an unparalleled hunter of mages. Whenever you hit your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} with a weapon attack, you can expend a spell slot of 1st-level or higher to deal bonus force damage equal to one roll of your Quarry Die per level of the spell slot.","Also, whenever you cast {@spell counterspell} or {@spell dispel magic}, you can add a roll of your Quarry Die to the ability check."],"foundryImg":"icons/magic/unholy/strike-body-life-soul-purple.webp","foundrySystem":{"activation":{"condition":"Whenever you hit your Quarry with a weapon attack","type":"special"},"consume":{"cost":1,"target":"spells.spell1.value","type":"attribute"},"damage.parts":[["@scale.alternate-ranger.quarry","force"]]},"header":2,"level":11,"name":"Spellbane","source":"LLAR","subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/unholy/strike-body-life-soul-purple.webp","foundrySystem":{"activation":{"condition":"Whenever you hit your Quarry with a weapon attack","type":"special"},"consume":{"cost":1,"target":"spells.spell1.value","type":"attribute"},"damage.parts":[["@scale.alternate-ranger.quarry","force"]]},"header":2,"level":11,"subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your Spellbreaker training has reached its pinnacle. You are resistant to damage from spells and all other magical effects so long as you are not {@condition unconscious} or {@condition incapacitated}."],"foundryImg":"icons/magic/defensive/shield-barrier-glowing-blue.webp","header":2,"level":15,"name":"Mantle of the Master","source":"LLAR","subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/defensive/shield-barrier-glowing-blue.webp","header":2,"level":15,"subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your training allows you to strike spells from the weave. You can cast {@spell absorb elements|xge} at will as if you cast it at 1st-level.","After you cast absorb elements, if your next melee weapon attack is against the creature whose spell you absorbed, you treat the absorb elements damage as its maximum amount."],"foundryImg":"icons/magic/symbols/elements-air-earth-fire-water.webp","header":2,"level":15,"name":"Reflect Spell","source":"LLAR","subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/magic/symbols/elements-air-earth-fire-water.webp","header":2,"level":15,"subclassShortName":"Spellbreaker","subclassSource":"LLAR","type":"entries"}]],"subclassSpells":["absorb elements|xge","detect magic","blindness/deafness","silence","counterspell","dispel magic","arcane eye","otiluke's resilient sphere","dispel evil and good","wall of force","detect magic|xphb","blindness/deafness|xphb","silence|xphb","counterspell|xphb","dispel magic|xphb","arcane eye|xphb","otiluke's resilient sphere|xphb","dispel evil and good|xphb","wall of force|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR:E","additionalSpells":[{"name":"Adder","prepared":{"13":["divination","guardian of faith"],"17":["dawn|xge","wall of light|xge"],"3":["thorn whip","inflict wounds"],"5":["mind spike|xge","moonbeam"],"9":["beacon of hope","clairvoyance"]}},{"name":"Bear","prepared":{"13":["divination","guardian of faith"],"17":["dawn|xge","wall of light|xge"],"3":["resistance","wrathful smite (alternate)|llspell"],"5":["mind spike|xge","moonbeam"],"9":["beacon of hope","clairvoyance"]}},{"name":"Elephant","prepared":{"13":["divination","guardian of faith"],"17":["dawn|xge","wall of light|xge"],"3":["guidance","bless"],"5":["mind spike|xge","moonbeam"],"9":["beacon of hope","clairvoyance"]}},{"name":"Snow Hare","prepared":{"13":["divination","guardian of faith"],"17":["dawn|xge","wall of light|xge"],"3":["minor illusion","armor of agathys"],"5":["mind spike|xge","moonbeam"],"9":["beacon of hope","clairvoyance"]}},{"name":"Stag","prepared":{"13":["divination","guardian of faith"],"17":["dawn|xge","wall of light|xge"],"3":["shillelagh","heroism"],"5":["mind spike|xge","moonbeam"],"9":["beacon of hope","clairvoyance"]}},{"name":"Wolf","prepared":{"13":["divination","guardian of faith"],"17":["dawn|xge","wall of light|xge"],"3":["true strike (alternate)|llspell","guiding bolt"],"5":["mind spike|xge","moonbeam"],"9":["beacon of hope","clairvoyance"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Stargazer","shortName":"Stargazer","source":"LLAR:E","subSubclassSpells":{"Adder":["thorn whip","inflict wounds","thorn whip|xphb","inflict wounds|xphb"],"Bear":["resistance","wrathful smite (alternate)|llspell","resistance|xphb"],"Elephant":["guidance","bless","guidance|xphb","bless|xphb"],"Snow Hare":["minor illusion","armor of agathys","minor illusion|xphb","armor of agathys|xphb"],"Stag":["shillelagh","heroism","shillelagh|xphb","heroism|xphb"],"Wolf":["true strike (alternate)|llspell","guiding bolt","guiding bolt|xphb"]},"subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Since ancient times, mortals have looked to the stars of night for stories of the past, omens for the present, and portents of the future. The Rangers known as Stargazers dedicate their lives to the study of stars and constellations, and can draw on their radiant power to conjure celestial magic, vanquish their foes, and twist the threads of fate for those around them.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You draw your power from the constellations of the night sky. Each time you finish a long rest, you attune yourself to one of the Constellations below. While attuned, you always have the corresponding Constellation spells, one cantrip and 1st-level spell, prepared. They become Ranger spells for you, but they don't count against the total number of spells you prepare. They also count as your Conclave Spells for 3rd level.","You can cast your 1st-level Constellation spell once without expending a spell slot, at the level of your highest level slot as shown on the Ranger table for your level, and you regain the ability to do so when you finish a short or long rest.",{"colLabels":["Constellation","Cantrip","1st-level Spell"],"colStyles":["col-3 text-center","col-4-5 text-center","col-4-5 text-center"],"rows":[["Adder","{@spell thorn whip}","{@spell inflict wounds}"],["Bear","{@spell resistance}","{@spell wrathful smite (alternate)|llspell}"],["Elephant","{@spell guidance}","{@spell bless}"],["Snow Hare","{@spell minor illusion}","{@spell armor of agathys}"],["Stag","{@spell shillelagh}","{@spell heroism}"],["Wolf","{@spell true strike (alternate)|llspell}","{@spell guiding bolt}"]],"type":"table"}],"foundryImg":"icons/skills/trades/academics-astronomy-navigation-blue.webp","level":3,"name":"Constellation Magic","source":"LLAR:E","subclassShortName":"Stargazer","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["The constellations of the night sky guide your steps. You gain proficiency in your choice of either {@item cartographer's tools|phb} or {@item navigator's tools|phb}. Also, whenever you make an ability check with either set of tools you add a roll of your Quarry Die to the result.","Finally, you can't become lost, even by magical means so long as you can see the stars of the night sky."],"foundryImg":"icons/magic/nature/moon-crescent.webp","level":3,"name":"Celestial Guidance","source":"LLAR:E","subclassShortName":"Stargazer","subclassSource":"LLAR:E","toolProficiencies":[{"choose":{"from":["carpenter's tools","navigator's tools"]}}],"type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","Constellation Magic"],["5th","{@spell mind spike|xge}, {@spell moonbeam}"],["9th","{@spell beacon of hope}, {@spell clairvoyance}"],["13th","{@spell divination}, {@spell guardian of faith}"],["17th","{@spell dawn|xge}, {@spell wall of light|xge}"]],"type":"table"}],"level":3,"name":"Stargazer Spells","source":"LLAR:E","subclassShortName":"Stargazer","subclassSource":"LLAR:E","type":"entries"}],"level":3,"name":"Stargazer","source":"LLAR:E","subclassShortName":"Stargazer","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can use the insights you gain from the stars to twist fate. When a creature you can see within 30 feet makes an ability check or saving throw, you can use your reaction to add your Wisdom modifier (minimum of +1) to the result of its roll. You must use this reaction before you know if it succeeds or fails.","You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all of your expended uses when you finish a long rest."],"foundryImg":"icons/sundries/gaming/playing-cards-grey.webp","foundrySystem":{"ability":"wis","activation.condition":"When a creature you can see within 30 feet makes an ability check or saving throw","formula":"max(1, @mod)","range":{"units":"ft","value":30},"uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":7,"name":"Threads of Fate","source":"LLAR:E","subclassShortName":"Stargazer","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/sundries/gaming/playing-cards-grey.webp","foundrySystem":{"ability":"wis","activation.condition":"When a creature you can see within 30 feet makes an ability check or saving throw","formula":"max(1, @mod)","range":{"units":"ft","value":30},"uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":7,"subclassShortName":"Stargazer","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You infuse your weapons with the power of celestial starlight. Once per turn, when you hit a creature with a weapon attack or damage it with a Ranger spell, you deal additional radiant damage equal to one roll of your Quarry Die"],"foundryImg":"icons/magic/light/projectiles-star-purple.webp","foundrySystem":{"activation":{"condition":"Once per turn, when you hit a creature with a weapon attack or damage it with a Ranger spell","type":"special"},"damage.parts":[["
[email protected]","radiant"]]},"header":2,"level":11,"name":"Starlight Strikes","source":"LLAR:E","subclassShortName":"Stargazer","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/light/projectiles-star-purple.webp","foundrySystem":{"activation":{"condition":"Once per turn, when you hit a creature with a weapon attack or damage it with a Ranger spell","type":"special"},"damage.parts":[["
[email protected]","radiant"]]},"header":2,"level":11,"subclassShortName":"Stargazer","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["When a creature you can see targets you with an attack, you can use a reaction to release a targeted flash of light toward it, forcing it to make a Constitution saving throw against your Spell save DC. On a failure, it takes radiant damage equal to three rolls of your Quarry Die, and the attack misses you.","You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can expend a spell slot of 1st-level or higher to use this again."],"foundryImg":"icons/magic/light/explosion-star-glow-silhouette.webp","foundrySystem":{"actionType":"save","activation":{"condition":"When a creature you can see targets you with an attack","cost":1,"type":"reaction"},"damage.parts":[["
[email protected]","radiant"]],"save":{"ability":"con","scaling":"spell"},"uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":15,"name":"Resplendent Soul","source":"LLAR:E","subclassShortName":"Stargazer","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/light/explosion-star-glow-silhouette.webp","foundrySystem":{"actionType":"save","activation":{"condition":"When a creature you can see targets you with an attack","cost":1,"type":"reaction"},"damage.parts":[["
[email protected]","radiant"]],"save":{"ability":"con","scaling":"spell"},"uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":15,"subclassShortName":"Stargazer","subclassSource":"LLAR:E","type":"entries"}]],"subclassSpells":["mind spike|xge","moonbeam","beacon of hope","clairvoyance","divination","guardian of faith","dawn|xge","wall of light|xge","moonbeam|xphb","beacon of hope|xphb","clairvoyance|xphb","divination|xphb","guardian of faith|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR","_isStandardSource":true,"additionalSpells":[{"known":{"3":["mage hand"]},"prepared":{"13":["arcane eye","giant insect"],"17":["bigby's hand","insect plague"],"3":["entangle","faerie fire"],"5":["spider climb","web"],"9":["fly","gaseous form"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Swarm Keeper","shortName":"Swarm Keeper","source":"LLAR","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Swarm Keepers enter symbiotic relationships with swarms of tiny creatures. Most often surrounded by a swarm of rodents, insects, birds, or other small animals, these strange Rangers see themselves as guardians of the smallest lives. Dwelling in the deep woods or underground caves, Swarm Keepers build communities that work together for the good of the swarm.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell entangle}, {@spell faerie fire}"],["5th","{@spell spider climb}, {@spell web}"],["9th","{@spell fly}, {@spell gaseous form}"],["13th","{@spell arcane eye}, {@spell giant insect}"],["17th","{@spell bigby's hand||arcane hand}, {@spell insect plague}"]],"type":"table"}],"level":3,"name":"Swarm Keeper Spells","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have become an integral part of a swarm of vermin. You know the {@spell mage hand} cantrip, but when you cast mage hand, it manifests as part of your swarm which does your bidding.","Also, you can use a bonus action on each of your turns to command your swarm in one of the following ways:",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["One creature of your choice within 30 feet must succeed on a Dexterity saving throw or take piercing or poison damage equal to two rolls of your Quarry Die."],"foundrySystem":{"actionType":"save","activation":{"cost":1,"type":"bonus"},"damage.parts":[["
[email protected]",""]],"range":{"units":"ft","value":30},"save":{"ability":"dex","scaling":"spell"}},"level":3,"name":"Biting Assault","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["One creature of your choice within 30 feet must succeed on a Strength saving throw or be moved up to 15 feet in a direction of your choice. Large and larger creatures have advantage on this Strength saving throw."],"foundrySystem":{"actionType":"save","activation":{"cost":1,"type":"bonus"},"range":{"units":"ft","value":30},"save":{"ability":"str","scaling":"spell"}},"level":3,"name":"Harrying Horde","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are moved up to 15 feet in a direction of your choice without provoking opportunity attacks."],"foundrySystem":{"actionType":"util","activation":{"cost":1,"type":"bonus"}},"level":3,"name":"Swarm Step","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/creatures/birds/corvid-call-sound-blue.webp","foundrySystem":{"activation":{"cost":null,"type":null}},"level":3,"name":"Symbiotic Swarm","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}],"level":3,"name":"Swarm Keeper","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can compel your swarm to carry you in unnatural ways. You gain a climbing speed equal to your walking speed, and you can climb sheer surfaces and upside down on ceilings without having to make an ability check. While climbing in this way, you are surrounded by your swarm of vermin.","Also, when you make a Strength ({@skill Athletics}) check to {@action shove} or {@action grapple}, or to resist or end a {@condition grappled||grapple}, you can call on your swarm and add one roll of your Quarry Die to your roll."],"foundryImg":"icons/creatures/abilities/wing-batlike-white-blue.webp","foundrySystem":{"abilityType":"util","activation":{"condition":"Also, when you make a Strength (Athletics) check to shove or grapple, or to resist or end a grapple","type":"special"},"formula":"
[email protected]"},"header":2,"level":7,"name":"Writhing Horde","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/creatures/abilities/wing-batlike-white-blue.webp","foundrySystem":{"abilityType":"util","activation":{"condition":"Also, when you make a Strength (Athletics) check to shove or grapple, or to resist or end a grapple","type":"special"},"formula":"
[email protected]"},"header":2,"level":7,"subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your swarm has grown vastly in both numbers and in power. Your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} has disadvantage on saving throws against your {@subclassFeature Symbiotic Swarm|Alternate Ranger|LLAR|Swarm Keeper|LLAR|3} features. Your Symbiotic Swarm features also gain the following additional benefits:",{"entries":["On a failed save, the creature is {@condition poisoned} until the start of your next turn in addition to the damage."],"name":"Biting Assault","type":"entries"},{"entries":["On a failed save, the creature is knocked {@condition prone} at the end of this forced movement."],"name":"Harrying Horde","type":"entries"},{"entries":["After you move, you also gain the benefits of {@quickref cover||3||half cover} until the beginning of your next turn."],"name":"Swarm Step","type":"entries"}],"foundryImg":"icons/creatures/birds/corvid-flying-wings-purple.webp","header":2,"level":11,"name":"Greater Swarm","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/creatures/birds/corvid-flying-wings-purple.webp","header":2,"level":11,"subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can fade into your swarm to avoid danger. When you take damage from a source you can see, you can use your reaction to become one with your swarm and give yourself resistance to that instance of damage. You and your swarm then teleport to an unoccupied space you can see within 30 feet.","You can use this special reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses left, you can expend a spell slot of 1st-level or higher to use this special reaction again."],"foundryImg":"icons/creatures/birds/birds-flock-fly-yellow.webp","foundrySystem":{"activation":{"condition":"When you take damage from a source you can see","cost":1,"type":"reaction"},"uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":15,"name":"One with the Swarm","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/creatures/birds/birds-flock-fly-yellow.webp","foundrySystem":{"activation":{"condition":"When you take damage from a source you can see","cost":1,"type":"reaction"},"uses":{"max":"max(1, @abilities.wis.mod)","per":"lr"}},"header":2,"level":15,"subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have become one with your swarm, and can command it with only your mind. You can cast one of your Swarm Keeper Spells without expending a spell slot or requiring the normal components, instead relying on your swarm to produce it.","Once you use this feature to cast a Swarm Keeper Spell in this way, you must finish a short or long rest before you can call on your swarm in this way again."],"foundryImg":"icons/creatures/mammals/bat-movement-flying-blue-purple.webp","foundrySystem":{"uses":{"max":1,"per":"sr","value":1}},"header":2,"level":15,"name":"Swarm Master","source":"LLAR","subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}],"foundryImg":"icons/creatures/mammals/bat-movement-flying-blue-purple.webp","foundrySystem":{"uses":{"max":1,"per":"sr","value":1}},"header":2,"level":15,"subclassShortName":"Swarm Keeper","subclassSource":"LLAR","type":"entries"}]],"subclassSpells":["mage hand","entangle","faerie fire","spider climb","web","fly","gaseous form","arcane eye","giant insect","bigby's hand","insect plague","mage hand|xphb","entangle|xphb","faerie fire|xphb","spider climb|xphb","web|xphb","fly|xphb","gaseous form|xphb","arcane eye|xphb","giant insect|xphb","bigby's hand|xphb","insect plague|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR:E","additionalSpells":[{"prepared":{"13":["grasping vine","Otiluke's Resilient Sphere"],"17":["planar binding","transmute rock|xge"],"3":["alarm","ensnaring strike (alternate)|llspell"],"5":["cordon of arrows (alternate)|llspell","find traps"],"9":["glyph of warding","slow"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Trapper","optionalfeatureProgression":[{"featureType":["LL:SK"],"name":"Trap Adept","progression":{"3":1},"required":{"3":["Trapper|LLAR"]}}],"shortName":"Trapper","source":"LLAR:E","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["While all Rangers have some skill with snares and traps, few are true masters of the craft. These Trappers are meticulous planners with mechanical minds who use their skills to plan ambushes and set snares for their foes. They have a talent for anticipating their foe's next move and laying the perfect trap.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell alarm}, {@spell ensnaring strike (alternate)|llspell}"],["5th","{@spell cordon of arrows (alternate)|llspell}, {@spell find traps}"],["9th","{@spell glyph of warding}, {@spell slow}"],["13th","{@spell grasping vine}, {@spell Otiluke's Resilient Sphere||resilient sphere}"],["17th","{@spell planar binding}, {@spell transmute rock|xge}"]],"type":"table"}],"level":3,"name":"Trapper Spells","source":"LLAR:E","subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are exceptionally gifted with mechanical objects and traps. You gain proficiency in {@skill Sleight of Hand} and with {@item Thieves' Tools|phb|Thieves'} and {@item Tinker's Tools|phb}, and whenever you make an ability check with these tools or skill, you add one roll of your Quarry Die to the result.","Moreover, your precise hands allow you to take the {@action Use an Object} action as a bonus action on each of your turns."],"foundryImg":"icons/skills/trades/woodcutting-logging-saw.webp","foundrySystem":{"formula":"
[email protected]"},"level":3,"name":"Meticulous Fingers","skillProficiencies":[{"sleight of hand":true}],"source":"LLAR:E","subclassShortName":"Trapper","subclassSource":"LLAR:E","toolProficiencies":[{"thieves' tools":true,"tinker's tools":true}],"type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You learn the {@optfeature Trapper|LLAR} Knack, but it does not count against your total Knacks Known. If you already know the Trapper Knack you can learn another Knack of your choice.","Also, when you have access to the inner workings of a trap that has been disarmed, you can use {@item tinker's tools|phb} to rearm the trap (so long as rearming it is possible), and when you do so, its new DC is equal to your Ranger Spell save DC."],"foundryImg":"icons/environment/traps/cage-simple-wood.webp","level":3,"name":"Trap Adept","source":"LLAR:E","subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"}],"level":3,"name":"Trapper","source":"LLAR:E","subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can quickly assemble and utilize makeshift traps in combat. As an action, you can craft a Trap (using the {@optfeature Trapper|LLAR} Knack) and throw it at a space you can see within 20 feet. Creatures in the space of the Trap must make a saving throw as if it had moved into the Trap's space, suffering its effects on a failed save as normal. Traps crafted in this way only last for 1 minute.","You can also take the {@action Use an Object} action to throw a Trap that you had already crafted (for example, the Traps crafted with Trapper Knack) at a creature in this way."],"foundryImg":"icons/magic/nature/root-vine-entangle-foot-green.webp","foundrySystem":{"actionType":"save","range":{"units":"ft","value":20},"save":{"ability":"dex","scaling":"spell"}},"header":2,"level":7,"name":"Combat Snares","source":"LLAR:E","subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/nature/root-vine-entangle-foot-green.webp","foundrySystem":{"actionType":"save","range":{"units":"ft","value":20},"save":{"ability":"dex","scaling":"spell"}},"header":2,"level":7,"subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["A creature marked as your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} has disadvantage on its initial saving throw against Traps you created or modified, and it automatically fails its initial saving throw against your Traps if it is unaware of the Trap's location."],"foundryImg":"icons/environment/traps/trap-jaw-green.webp","header":2,"level":11,"name":"Deadly Snares","source":"LLAR:E","subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/environment/traps/trap-jaw-green.webp","header":2,"level":11,"subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your skills as a Trapper have grown. At the end of each long rest, you craft a number of Traps (with {@optfeature Trapper|LLAR}) equal to 1 + your Wisdom modifier (a minimum of 2 Traps).","Additionally, any Traps you craft with Trapper now work on creatures that are Huge or smaller, and if a creature makes a saving throw against your Trap, it takes magical bludgeoning, piercing, or slashing damage (your choice) equal to three rolls of your Quarry Die on a failure, and half that on a success."],"foundryImg":"icons/environment/traps/cage-grey-steel.webp","foundrySystem":{"actionType":"save","damage.parts":[["
[email protected]",""]],"formula":"max(2, 1 + @abilities.wis.mod)","save":{"ability":"dex","scaling":"spell"}},"header":2,"level":11,"name":"Greater Traps","source":"LLAR:E","subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/environment/traps/cage-grey-steel.webp","foundrySystem":{"actionType":"save","damage.parts":[["
[email protected]",""]],"formula":"max(2, 1 + @abilities.wis.mod)","save":{"ability":"dex","scaling":"spell"}},"header":2,"level":11,"subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are always ready to lay a trap. When you roll initiative you can use your reaction to craft one Trap and throw it to one unoccupied space you can see within 20 feet of you.","Also, whenever you craft a Trap, you can choose whether it takes up a 10-foot square or a single 5-foot square."],"foundryImg":"icons/commodities/treasure/mask-bone-white.webp","foundrySystem":{"activation.condition":"When you roll initiative","range":{"units":"ft","value":20}},"header":2,"level":15,"name":"Master of Traps","source":"LLAR:E","subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/commodities/treasure/mask-bone-white.webp","foundrySystem":{"activation.condition":"When you roll initiative","range":{"units":"ft","value":20}},"header":2,"level":15,"subclassShortName":"Trapper","subclassSource":"LLAR:E","type":"entries"}]],"subclassSpells":["alarm","ensnaring strike (alternate)|llspell","cordon of arrows (alternate)|llspell","find traps","glyph of warding","slow","grasping vine","Otiluke's Resilient Sphere","planar binding","transmute rock|xge","alarm|xphb","find traps|xphb","glyph of warding|xphb","slow|xphb","grasping vine|xphb","otiluke's resilient sphere|xphb","planar binding|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR:E","additionalSpells":[{"prepared":{"13":["greater invisibility","hallucinatory terrain"],"17":["commune with nature","mislead"],"3":["absorb elements|xge","silent image"],"5":["invisibility","mirror image"],"9":["wall of sand|xge","major image"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Wastelander","optionalfeatureProgression":[{"featureType":["LL:SK:W"],"name":"Wilderness Adept","progression":{"11":3,"15":4,"3":1,"7":2}}],"shortName":"Wastelander","source":"LLAR:E","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["While all Rangers have the skills to survive in the wilds, those known as Wastelanders are true masters of survival. Rugged wanderers, they have adapted to survive in the harshest lands imaginable; arid deserts, frozen tundra, great alpine heights, and magical wastelands. These survivalists combine a talent for illusion magic and protective gear to survive anywhere.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell absorb elements|xge}, {@spell silent image}"],["5th","{@spell invisibility}, {@spell mirror image}"],["9th","{@spell wall of sand|xge}, {@spell major image}"],["13th","{@spell greater invisibility}, {@spell hallucinatory terrain}"],["17th","{@spell commune with nature}, {@spell mislead}"]],"type":"table"}],"level":3,"name":"Wastelander Spells","source":"LLAR:E","subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You have mastered an ancient pattern of enhancing clothing, that enables a supernatural level of survivability. You gain proficiency with {@item weaver's tools|phb}, and you can add double your proficiency bonus to any check you make with these tools.","At the end of each long rest, you can use weaver's tools to enhance one set of clothing or cloak. While a creature wears this enhanced garment it gains the following benefits:",{"items":["It gains a bonus to Dexterity ({@skill Stealth}) checks to hide in wasteland and wilds equal to one roll of your Quarry Die.","It requires one-quarter as much water in order to survive.","It has advantage on saving throws to resist the effects of harsh environments and subsequent {@condition exhaustion} levels."],"type":"list"},"During each long rest, you must spend 1 hour maintaining any garments you have enhanced or they lose these beneficial properties. You can maintain a number of garments equal to your Wisdom modifier (a minimum of 1 set of garments)."],"expertise":[{"weaver's tools":true}],"foundryImg":"icons/skills/trades/textiles-stitching-leather-brown.webp","foundrySystem":{"activation":{"condition":"At the end of each long rest","type":"special"},"formula":"@scale.alternate-ranger.quarry","uses":{"max":"max(1, @abilities.wis.mod)","per":"charges"}},"level":3,"name":"Wasteland Weaver","source":"LLAR:E","subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You are able to survive the most inhospitable environments. You learn one of the following Knacks of your choice: {@optfeature Alpine Adept|LLAR}, {@optfeature Aquatic Adept|LLAR}, {@optfeature Arctic Adept|LLAR:E}, {@optfeature Desert Adept|LLAR:E}, or {@optfeature Jungle Adept|LLAR:E}. You learn another at 7th, 11th, and 15th levels.","Starting at 7th level, you can choose {@optfeature Planar Adept|LLAR:E} as the Knack you learn from this feature. The Knacks you gain this way do not count against your number of Knacks Known."],"foundryImg":"icons/environment/wilderness/camp-improvised.webp","level":3,"name":"Wilderness Adept","source":"LLAR:E","subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"},{"entries":["While most Wastelanders hail from the deserts of the material plane, it is not unheard of for them to come from the chaotic inner planes. Some call the elemental planes of air, earth, fire, and water home."],"name":"Elemental Wastelands","type":"inset"}],"level":3,"name":"Wastelander","source":"LLAR:E","subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You imbue the mystical weave of your enhanced garments with illusion magic. A creature wearing one of your enhanced garments can use a bonus action to cast {@spell invisibility} on itself.","It can do so three times, but when the last use is expended, the garment loses any beneficial properties. Your enhanced garments regain all uses of this feature when you spend time during a long rest maintaining your enhanced garments."],"foundryImg":"icons/magic/nature/stealth-hide-eyes-green.webp","foundrySystem":{"activation":{"cost":null,"type":null}},"header":2,"level":7,"name":"Rugged Resilience","source":"LLAR:E","subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/nature/stealth-hide-eyes-green.webp","foundrySystem":{"activation":{"cost":null,"type":null}},"header":2,"level":7,"subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You enhance your combat style with potent illusion magic. When you take the {@action Attack} action on your turn, you can use a bonus action to create an Illusory Duplicate of yourself in an unoccupied space you can see within 30 feet. It makes one attack with a duplicate of your weapon, which deals force damage in place of your weapon's damage and disappears."],"foundryImg":"icons/magic/defensive/illusion-evasion-echo-purple.webp","header":2,"level":11,"name":"Illusory Strikes","source":"LLAR:E","subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/defensive/illusion-evasion-echo-purple.webp","header":2,"level":11,"subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can use a bonus action to create your {@subclassFeature Illusory Strikes|Alternate Ranger|LLAR|Wastelander|LLAR:E|11||Illusory Duplicate} even if you do not take the {@action Attack} action. When you conjure an Illusory Duplicate, you can instantly switch places with it."],"foundryImg":"icons/magic/movement/trail-streak-zigzag-teal.webp","header":2,"level":15,"name":"Mirage Transposition","source":"LLAR:E","subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/magic/movement/trail-streak-zigzag-teal.webp","header":2,"level":15,"subclassShortName":"Wastelander","subclassSource":"LLAR:E","type":"entries"}]],"subclassSpells":["absorb elements|xge","silent image","invisibility","mirror image","wall of sand|xge","major image","greater invisibility","hallucinatory terrain","commune with nature","mislead","silent image|xphb","invisibility|xphb","mirror image|xphb","major image|xphb","greater invisibility|xphb","hallucinatory terrain|xphb","commune with nature|xphb","mislead|xphb"]},{"__prop":"subclass","_fMisc":[],"_fSources":"LLAR:E","additionalSpells":[{"prepared":{"13":["charm monster|xge","dominate beast"],"17":["awaken","hold monster"],"3":["charm person","command"],"5":["calm emotions","summon beast|tce"],"9":["conjure animals","slow"]}}],"className":"Alternate Ranger","classSource":"LLAR","name":"Wrangler","shortName":"Wrangler","source":"LLAR:E","subclassFeatures":[[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["While most Rangers have some skill with animals, those who pursue the life of a Wrangler are true masters at taming wild beasts. Drawing upon their intimate understanding of animal behavior, they tame and guide all sorts of fantastical animals. Rugged and wild, Wranglers are always on the hunt for ever more strange and exotic creatures to tame and befriend.",{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.",{"colLabels":["Ranger Level","Spells"],"colStyles":["col-2 text-center","col-10"],"rows":[["3rd","{@spell charm person}, {@spell command}"],["5th","{@spell calm emotions}, {@spell summon beast|tce}"],["9th","{@spell conjure animals}, {@spell slow}"],["13th","{@spell charm monster|xge}, {@spell dominate beast}"],["17th","{@spell awaken}, {@spell hold monster}"]],"type":"table"}],"level":3,"name":"Wrangler Spells","source":"LLAR:E","subclassShortName":"Wrangler","subclassSource":"LLAR:E","type":"entries"},{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your intimate understanding of animal behaviors and habits grants you certain benefits. You gain proficiency in {@skill Athletics} or {@skill Animal Handling}. You also gain the following features:",{"items":["You can mark beasts and monstrosities as your {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2||Quarry} without expending a use of Ranger's Quarry.","Whenever you make a Strength ({@skill Athletics}) check to {@action grapple}, climb, wrestle, or subdue your Quarry, you can add one roll of your Quarry Die to your roll.","Any enchantment spell you have prepared that could normally {@filter only target humanoids|spells|class=alternate ranger (llar)|subclass=alternate ranger: wrangler (llar:e)|school=e|affects creature types=!aberration;!beast;!celestial;!construct;!dragon;!elemental;!fey;!fiend;!giant;humanoid;!monstrosity;!ooze;!plant;!undead} can also be used to target beasts and monstrosities."],"type":"list"}],"foundryImg":"icons/commodities/tech/bearing-steel-green.webp","foundrySystem":{"formula":"
[email protected]"},"level":3,"name":"Beast Tamer","skillProficiencies":[{"choose":{"from":["athletics","animal handling"]}}],"source":"LLAR:E","subclassShortName":"Wrangler","subclassSource":"LLAR:E","type":"entries"}],"level":3,"name":"Wrangler","source":"LLAR:E","subclassShortName":"Wrangler","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["You can bend creatures of the wild to your will. Whenever a beast or monstrosity that is {@condition charmed} by you makes a saving throw to end the charmed condition, you can use a reaction to shout at that creature and subtract a roll of your Quarry Die from the result of its saving throw.","You can also command the monsters you tame. Any beast or monstrosity charmed by you acts during your turn for the duration of that charm effect. If you are within 30 feet of the charmed creature and it can hear you, you can use an action to command it to take one of the actions from its stat block."],"foundryImg":"icons/sundries/misc/pet-collar-spiked-brown.webp","foundrySystem":{"activation.condition":"Whenever a beast or monstrosity that is charmed by you makes a saving throw to end the charmed condition","formula":"@scale.alternate-ranger.quarry"},"header":2,"level":7,"name":"Bring to Heel","source":"LLAR:E","subclassShortName":"Wrangler","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/sundries/misc/pet-collar-spiked-brown.webp","foundrySystem":{"activation.condition":"Whenever a beast or monstrosity that is charmed by you makes a saving throw to end the charmed condition","formula":"@scale.alternate-ranger.quarry"},"header":2,"level":7,"subclassShortName":"Wrangler","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Your ability to tame and train creatures is near-supernatural in scope. Any Wrangler feature that normally affects beasts and monstrosities also affects celestials, dragons, fey, fiends, giants, plants, and oozes that have an Intelligence score less than or equal to your Ranger level.","Also, you can command any creature that is {@condition charmed} by you to take an action from its stat block with a bonus action, so long as that creature is within 30 feet and can hear you."],"foundryImg":"icons/creatures/magical/construct-iron-stomping-yellow.webp","foundrySystem":{"activation":{"cost":null,"type":null}},"header":2,"level":11,"name":"Monster Tamer","source":"LLAR:E","subclassShortName":"Wrangler","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/creatures/magical/construct-iron-stomping-yellow.webp","foundrySystem":{"activation":{"cost":null,"type":null}},"header":2,"level":11,"subclassShortName":"Wrangler","subclassSource":"LLAR:E","type":"entries"}],[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":[{"__prop":"subclassFeature","className":"Alternate Ranger","classSource":"LLAR","entries":["Once you charm a creature, there is little it can do to escape. When you cast an enchantment spell on a beast, monstrosity, or one of the creature types listed for {@subclassFeature Monster Tamer|Alternate Ranger|LLAR|Wrangler|LLAR:E|11}, your {@status concentration} cannot be broken unless you wish it to be.","Moreover, creatures that are {@condition charmed} by you gain all of the benefits of {@classFeature Ranger's Quarry|Alternate Ranger|LLAR|2} (including any of your Knacks that enhance it), and whenever one of these creatures is forced to make a saving throw, you can use your reaction to shout and add one roll of your Quarry Die to the result of its roll, so long as it is within 30 feet and can hear you."],"foundryImg":"icons/sundries/misc/pet-collar-spiked-yellow.webp","foundrySystem":{"activation.condition":"Whenever a creature that is charmed by you is forced to make a saving throw","formula":"
[email protected]","range":{"units":"ft","value":30}},"header":2,"level":15,"name":"Wrangler of Legends","source":"LLAR:E","subclassShortName":"Wrangler","subclassSource":"LLAR:E","type":"entries"}],"foundryImg":"icons/sundries/misc/pet-collar-spiked-yellow.webp","foundrySystem":{"activation.condition":"Whenever a creature that is charmed by you is forced to make a saving throw","formula":"
[email protected]","range":{"units":"ft","value":30}},"header":2,"level":15,"subclassShortName":"Wrangler","subclassSource":"LLAR:E","type":"entries"}]],"subclassSpells":["charm person","command","calm emotions","summon beast|tce","conjure animals","slow","charm monster|xge","dominate beast","awaken","hold monster","charm person|xphb","command|xphb","calm emotions|xphb","conjure animals|xphb","slow|xphb","dominate beast|xphb","awaken|xphb","hold monster|xphb"]}]">