SIGNING IN

Livspoeng

Livsterninger 1d10 per niva

Kyndigheter

STR , DEX

Alternate Ranger

Niva Dyktighetsbonus Egenskaper Knacks Known
1 + 2 Fighting Style Knacks Wild Expertise 1
2 + 2 Fighting Style Knacks Wild Expertise 2
3 + 2 Fighting Style Knacks Wild Expertise 3
4 + 2 Fighting Style Knacks Wild Expertise 3
5 + 3 Fighting Style Knacks Wild Expertise 3
6 + 3 Fighting Style Knacks Wild Expertise 4
7 + 3 Fighting Style Knacks Wild Expertise 4
8 + 3 Fighting Style Knacks Wild Expertise 4
9 + 4 Fighting Style Knacks Wild Expertise 5
10 + 4 Fighting Style Knacks Wild Expertise 5
11 + 4 Fighting Style Knacks Wild Expertise 5
12 + 4 Fighting Style Knacks Wild Expertise 6
13 + 5 Fighting Style Knacks Wild Expertise 6
14 + 5 Fighting Style Knacks Wild Expertise 7
15 + 5 Fighting Style Knacks Wild Expertise 7
16 + 5 Fighting Style Knacks Wild Expertise 8
17 + 6 Fighting Style Knacks Wild Expertise 8
18 + 6 Fighting Style Knacks Wild Expertise 9
19 + 6 Fighting Style Knacks Wild Expertise 9
20 + 6 Fighting Style Knacks Wild Expertise 10

Spell Slots per Spell Level

Niva Dyktighetsbonus Egenskaper 1st 2nd 3rd 4th 5th
1 + 2 Fighting Style Knacks Wild Expertise 0 0 0 0 0
2 + 2 Fighting Style Knacks Wild Expertise 2 0 0 0 0
3 + 2 Fighting Style Knacks Wild Expertise 3 0 0 0 0
4 + 2 Fighting Style Knacks Wild Expertise 3 0 0 0 0
5 + 3 Fighting Style Knacks Wild Expertise 4 2 0 0 0
6 + 3 Fighting Style Knacks Wild Expertise 4 2 0 0 0
7 + 3 Fighting Style Knacks Wild Expertise 4 3 0 0 0
8 + 3 Fighting Style Knacks Wild Expertise 4 3 0 0 0
9 + 4 Fighting Style Knacks Wild Expertise 4 3 2 0 0
10 + 4 Fighting Style Knacks Wild Expertise 4 3 2 0 0
11 + 4 Fighting Style Knacks Wild Expertise 4 3 3 0 0
12 + 4 Fighting Style Knacks Wild Expertise 4 3 3 0 0
13 + 5 Fighting Style Knacks Wild Expertise 4 3 3 1 0
14 + 5 Fighting Style Knacks Wild Expertise 4 3 3 1 0
15 + 5 Fighting Style Knacks Wild Expertise 4 3 3 2 0
16 + 5 Fighting Style Knacks Wild Expertise 4 3 3 2 0
17 + 6 Fighting Style Knacks Wild Expertise 4 3 3 3 1
18 + 6 Fighting Style Knacks Wild Expertise 4 3 3 3 1
19 + 6 Fighting Style Knacks Wild Expertise 4 3 3 3 2
20 + 6 Fighting Style Knacks Wild Expertise 4 3 3 3 2
Niva Dyktighetsbonus Egenskaper Quarry Die
1 + 2 Fighting Style Knacks Wild Expertise 0
2 + 2 Fighting Style Knacks Wild Expertise {@dice d4}
3 + 2 Fighting Style Knacks Wild Expertise {@dice d4}
4 + 2 Fighting Style Knacks Wild Expertise {@dice d4}
5 + 3 Fighting Style Knacks Wild Expertise {@dice d4}
6 + 3 Fighting Style Knacks Wild Expertise {@dice d6}
7 + 3 Fighting Style Knacks Wild Expertise {@dice d6}
8 + 3 Fighting Style Knacks Wild Expertise {@dice d6}
9 + 4 Fighting Style Knacks Wild Expertise {@dice d6}
10 + 4 Fighting Style Knacks Wild Expertise {@dice d8}
11 + 4 Fighting Style Knacks Wild Expertise {@dice d8}
12 + 4 Fighting Style Knacks Wild Expertise {@dice d8}
13 + 5 Fighting Style Knacks Wild Expertise {@dice d8}
14 + 5 Fighting Style Knacks Wild Expertise {@dice d10}
15 + 5 Fighting Style Knacks Wild Expertise {@dice d10}
16 + 5 Fighting Style Knacks Wild Expertise {@dice d10}
17 + 6 Fighting Style Knacks Wild Expertise {@dice d10}
18 + 6 Fighting Style Knacks Wild Expertise {@dice d12}
19 + 6 Fighting Style Knacks Wild Expertise {@dice d12}
20 + 6 Fighting Style Knacks Wild Expertise {@dice d12}

Klassetrolldommer

absorb elements|xge alarm animal friendship beast bond|xge cure wounds detect magic detect poison and disease Ensnaring Strike (Alternate)|llspell entangle expeditious retreat fog cloud goodberry Hail of Thorns (Alternate)|llspell jump longstrider purify food and drink searing smite snare|xge speak with animals zephyr strike|xge aid animal messenger barkskin beast sense continual flame Cordon of Arrows (Alternate)|llspell darkvision enhance ability find traps gust of wind healing spirit|xge restoration (Alternate)|llspell locate creature (Alternate)|llspell locate object magic weapon Pass without Trace (Alternate)|llspell protection from poison silence spike growth summon beast|tce blinding smite (Alternate)|llspell conjure animals conjure volley (alternate)|llspell daylight dispel magic elemental weapon Flame Arrows (Alternate)|lspell tiny hut (Alternate)|llspell Lightning Arrow (Alternate)|llspell meld into stone nondetection plant growth revivify speak with plants summon fey|tce water breathing water walk wind wall conjure woodland beings death ward divination dominate beast freedom of movement grasping vine guardian of nature|xge locate creature staggering smite (Alternate)|llspell stoneskin summon elemental|tce awaken commune with nature contagion greater restoration Steel Wind Strike (Alternate)|llspell Swift Quiver (Alternate)|llspell tree stride wrath of nature|xge alarm|xphb animal friendship|xphb cure wounds|xphb detect magic|xphb detect poison and disease|xphb entangle|xphb expeditious retreat|xphb fog cloud|xphb goodberry|xphb jump|xphb longstrider|xphb purify food and drink|xphb searing smite|xphb speak with animals|xphb aid|xphb animal messenger|xphb barkskin|xphb beast sense|xphb continual flame|xphb darkvision|xphb enhance ability|xphb find traps|xphb gust of wind|xphb locate object|xphb magic weapon|xphb protection from poison|xphb silence|xphb spike growth|xphb conjure animals|xphb daylight|xphb dispel magic|xphb elemental weapon|xphb meld into stone|xphb nondetection|xphb plant growth|xphb revivify|xphb speak with plants|xphb water breathing|xphb water walk|xphb wind wall|xphb conjure woodland beings|xphb death ward|xphb divination|xphb dominate beast|xphb freedom of movement|xphb grasping vine|xphb locate creature|xphb stoneskin|xphb awaken|xphb commune with nature|xphb contagion|xphb greater restoration|xphb tree stride|xphb

Klasseegenskaper

Niva 1

Fighting Style
Knacks
Wild Expertise

Niva 10

Ranger's Quarry (24 hours)

Niva 11

Conclave Feature
Tireless

Niva 12

Ability Score Improvement

Niva 14

Ranger's Quarry (1 week)

Niva 15

Conclave Feature

Niva 16

Ability Score Improvement

Niva 18

Ranger's Quarry (Indefinite)
Feral Senses

Niva 19

Ability Score Improvement

Niva 2

Spellcasting
Ranger's Quarry

Niva 20

Foe Slayer

Niva 3

Ranger Conclave

Niva 4

Ability Score Improvement

Niva 5

Extra Attack
Feral Senses

Niva 6

Ranger's Quarry (8 hours)

Niva 7

Conclave Feature

Niva 8

Ability Score Improvement

Niva 9

Wild Expertise

Kasterutvikling

Kasterutvikling: 1/2

Kyndigheter

Armor

light

medium

shield

Weapons

simple

martial

Skills

Startutstyr

(a) a longbow and a quiver of 20 arrows or (b) a martial weapon

Klasseegenskaper

Fighting Style (Level 1)

Your skill in battle surpasses that of most warriors. At 2nd level you gain a Fighting Style of your choice from the list below. You can't learn a Fighting Style more than once, even if another feature allows you to learn another Fighting Style.

Knacks (Level 1)

In the wild, you have learned bits of primal knowledge, known as Knacks, which bolster your hunting, survival, and tracking skills. At 1st level, you know one Knack of your choice from the list at the end of this class.

Whenever you gain a Ranger level, you can replace one Knack you know with a Knack of your choice, so long as you meet the prerequisites for that Knack. You cannot replace a Knack that is a prerequisite for another Knack you know.

At certain Ranger levels, you learn additional Knacks, as shown in the Knacks Known column of the Ranger table.

Wild Expertise (Level 1)

Your skill at navigating the wilderness is without peer. Also at 1st level, choose one skill from the Ranger class skill list that you are proficient in. You add double your proficiency bonus to any ability checks you make with the chosen skill. You also learn one additional language of your choice, often one that is spoken by the creatures you hunt, or peoples you defend.

When you reach 9th level in this class, you choose another skill from the Ranger class skill list that you are proficient in to gain this benefit and another language of your choice.

Spellcasting (Level 2)

At 2nd level, you learn to draw upon the primal magic of the natural world to enhance your survival and combat skills:

Preparing and Casting Spells

The Ranger table above shows how many spell slots you have to cast spells. To cast a Ranger spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest.

At the end of each long rest, you prepare a list of spells that are available for you to cast. Choose a number of spells equal to your Wisdom modifier + half your Ranger level, rounded down. Spells must all be from the Ranger spell list at the end of this class, and be of a level for which you have spell slots.

Spellcasting Ability

Your power is drawn from an intuitive knowledge of nature, so Wisdom is your spellcasting ability for Ranger spells. You use Wisdom when a spell refers to your spellcasting ability, your Spell save DC, or when you make a spell attack roll.

Spell

Spell

Spellcasting Focus

You can use a druidic focus as the spellcasting focus for your Ranger spells. See the Player's Handbook for example foci.

Ritual Casting

Your knowledge of the natural world allows you to draw out its innate magic. You can cast any Ranger spell that you have prepared as a ritual so long as that spell has the ritual tag.

Ranger's Quarry (Level 2)

You focus your senses to hunt as a predator of the wild. Also at 2nd level, you can use a bonus action to mark one creature you can see as your Quarry, gaining the benefits below:

  • Whenever you damage it with an attack, you deal bonus damage equal to a roll of your Quarry Die, which is a d4.

  • Whenever you make an ability check to track or locate it, you can add one roll of your Quarry Die to your d20 roll.

These benefits last for 1 hour but end early if your Quarry is slain or if you mark another creature as your Quarry. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you have no uses left, you can expend a spell slot to use this feature again.

When you reach 6th, 10th, 14th, and 18th levels in this class, both the duration of Ranger's Quarry and the size of your Quarry Die increase, as indicated in the Ranger table.

Ranger Conclave (Level 3)

At 3rd level, you choose an Conclave from the list below that best represents the training and skills of your Ranger: Beast Master, Hunter, Spellbreaker, or Monster Slayer.

The Ranger Conclave you choose grants you features at 3rd level, and again when you reach 7th, 11th, and 15th level.

Additionally, each Ranger Conclave has a list of Conclave Spells that you always have prepared once you reach the Ranger levels noted in your Conclave's description. Your Conclave Spells count as Ranger spells for you, but they do not count against your total number of spells that you can prepare each day.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Feral Senses (Level 5)

You hunt with the skills of an apex predator. At 5th level, you can't have disadvantage on attack rolls against your Quarry.

When you reach 18th level, you cannot have disadvantage on attack rolls against any target within 30 feet of you.

Ranger's Quarry (8 hours) (Level 6)

The duration of your Ranger's Quarry has improved further.

Conclave Feature (Level 7)

At 7th level, you gain a feature granted by your Ranger Conclave.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Wild Expertise (Level 9)

At 9th level, you select another ranger class skill you are proficient in to gain the benefits of this feature, and you learn to speak, read, and write another language of your choice.

Ranger's Quarry (24 hours) (Level 10)

The duration of your Ranger's Quarry has improved further.

Conclave Feature (Level 11)

At 11th level, you gain a feature granted by your Ranger Conclave.

Tireless (Level 11)

You are always ready for another hunt, never letting foes rest. Beginning at 11th level, you regain all of your expended uses of Ranger's Quarry whenever you finish a short or long rest.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Ranger's Quarry (1 week) (Level 14)

The duration of your Ranger's Quarry has improved further.

Conclave Feature (Level 15)

At 15th level, you gain a feature granted by your Ranger Conclave.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Ranger's Quarry (Indefinite) (Level 18)

The duration of your Ranger's Quarry has improved further.

Feral Senses (Level 18)

When you reach 18th level, you cannot have disadvantage on attack rolls against any target within 30 feet of you.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Foe Slayer (Level 20)

You are a Ranger of mythic skill, rivaling the great huntsmen of legend. At 20th level, whenever you hit your Quarry with a weapon attack, you can immediately end the mark and cause that attack to deal maximum damage instead of rolling. If the attack reduces the creature to 50 hit points or fewer, it must succeed on a Constitution saving throw against. your Spell save DC or instantly be reduced to 0 hit points.

Multiklassing

Multiklassekrav

  • DEX: 13 eller STR: 13

Oppnådde Kyndigheter

Armor light , medium , shield
Skills Choose Velg 1 fra Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, Survival
Weapons simple , martial

Underklasser

+ 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"]}]">
Beast Master
LLAR
Bounty Hunter
LLAR:E
Buccaneer
LLAR:E
Deep Stalker
LLAR
Drake Guard
LLAR
Fey Wanderer
LLAR
Grim Warden
LLAR:E
Hunter
LLAR
Monster Slayer
LLAR
Nomad
LLAR:E
Planar Warden
LLAR
Shifter
LLAR:E
Spellbreaker
LLAR
Stargazer
LLAR:E
Swarm Keeper
LLAR
Trapper
LLAR:E
Wastelander
LLAR:E
Wrangler
LLAR:E

Underklasse-egenskaper

Beast Master

Beast Master (Level 3)

In their role as guardians of nature, some Rangers form deep connections with the beasts of the wild. In recognition of this relationship, great spirits of the wild known as Primal Beasts will seek out such Rangers and form a primal bond. Together, Master and Beast stand together to defend the natural world.

Beast Master Spells

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.

Primal Beast

You have formed a bond with a Primal Beast. You choose its stat block from one of the following options: the Beast of the Cave, Land, Sea, or Sky, each of which is detailed on the following page. The Primal Beast stat blocks use your proficiency bonus (PB) and Ranger Spell save DC.

Your Primal Beast 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 Dodge action unless you use a bonus action to order it to take an action from its stat block, or another action. Whenever you take the Attack action, you can forgo one attack to command your Beast to attack. When you are incapacitated, your Beast can act on its own, and it uses its turns to defend both itself and you to the best of its abilities.

If your Beast is reduced to 0 hit points, it makes death saving throws like a player character would. If the Beast dies, you can perform a special 1-hour ritual, which can be during a short or long rest, that returns your Primal Beast to life with 1 hit point. As part of this ritual, the Beast can expend hit dice to regain additional hit points. It can also take a new form, choosing a new Primal Beast stat block and appearance.

Primal Beasts & Animal Companions

While Primal Beasts here are described as powerful nature spirits, they can take on any appearance you wish, so long as they resemble a beast of their size.

While some Primal Beasts appear as supernatural guardian spirits, others appear as normal animals. What sort of Primal Beast has your Ranger bonded?

Wild Empathy

You learn the Wild Insight I Knack, but it doesn't count against your Knacks Known. If you already know Wild Insight I, you learn another Knack.

Bestial Focus (Level 7)

You and your Beast hunt as one. Your Primal Beast gains all benefits of your Ranger's Quarry, including any Knacks that enhance it, and its attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks.

Exceptional Training (Level 11)

You are able to draw out the full ferocity of your Primal Beast. Once per turn when you command your Primal Beast to use one of the attacks from its stat block, it can make two attacks.

Primal Bond (Level 15)

The bond with your Primal Beast has reached its apex. When you cast a Ranger spell that targets yourself, the Primal Beast also gains the benefits as long as it is within 30 feet of you.

Bounty Hunter

+ 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","page":null,"source":"LLAR:E","subclass_name":"Bounty Hunter","subclass_short_name":"Bounty Hunter"}" data-base-path="https://runerollers.com/apps/platform">

Bounty Hunter (Level 3)

Bounty Hunters protect humanoids from their own kind. Trained to stalk the streets of cities, they track their prey through the dark alleyways and underbellies of any town. Trained to use complex combat techniques, these Rangers can confidently confront and subdue any humanoid who threatens peace.

Dead or Alive

When you make a Strength (Athletics) check to grapple or shove your Quarry, you add one roll of your Quarry Die to the result. Also, being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with nets.

Ear to the Ground

Your line of work has granted you a unique familiarity with the underbelly of civilization. After you complete a long rest in a settlement, you have advantage on all ability checks to gather information on its contacts, factions, or underworld.

Martial Exploits

You have studied various martial exploits to better counter the humanoids you hunt. You gain the following features:

Exploit Dice

The Bounty Hunter Exploits table shows how many Exploit Dice you have to use Exploits. To use an Exploit, you expend an Exploit Die, and you regain all your expended Exploit Dice when you finish a short or long rest.

High Degree

Your Ranger level limits the technicality of Exploits you are able to learn an use. This limit is reflected in the High Degree column of the Bounty Hunter Exploits table.

Exploits

You learn two Martial Exploits of your choice from those available to the Alternate Fighter. You can only use one Exploit per ability check, attack, or saving throw.

When you gain a Ranger level, you can replace one Exploit you know with another Martial Exploit of your choice.

Saving Throws

If an Exploit requires a creature to make a saving throw, the saving throw DC is calculated as follows:

Exploit

Multiclassing & Exploits

Your martial skill depends partly on your combined levels in classes with Exploits, and partly on levels in each class. If you learn Exploits from more than one class, reference Alternate Martial Multiclassing.

Cunning Technique (Level 7)

Your martial skills are especially potent when used against your chosen foe. Once per turn, when you force your 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 Thieves' Cant.

Unwavering (Level 11)

You are a master of disabling foes. When your 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:

  • You can knock it prone if it is Large or smaller.

  • You can automatically grapple it if you have a free hand.

  • You can make a single melee weapon attack against it.

Most Dangerous Game (Level 15)

Your nearly supernatural instincts allow you to predict your enemy's attacks. Once per turn when you take damage from your Quarry, you can reduce the damage you would take by one roll of your Quarry Die.

Buccaneer

Buccaneer (Level 3)

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?

Buccaneer Spells

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.

Sea Legs

The time you have spent at sea grants you abilities that land-locked Rangers lack. You gain the benefits listed below:

  • You gain the Mariner 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 Aquatic Adept 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 (Perception) check that relies on your sense of sight, you gain a bonus to your roll equal to one roll of your Quarry Die.

Windswept Hide (Level 7)

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 prone or moved against your will, you add one roll of your Quarry Die to your roll.

Wrath of the Sea (Level 11)

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.

Watery Resilience (Level 15)

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.

Deep Stalker

Deep Stalker (Level 3)

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.

Deep Stalker Spells

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.

Umbral Sight

You have adapted to stalk your prey without light. You gain 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.

Dread Ambusher

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 surprised or incapacitated.

Also, when you take the 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.

Cloak of Shadows (Level 7)

You have learned to conceal yourself even from the creatures native to the deep shadow. While you are in darkness, you are invisible to creatures that rely on darkvision to see you.

Iron Mind (Level 7)

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.

Precise Strikes (Level 11)

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.

Deadly Counter (Level 15)

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.

Drake Guard

Drake Guard (Level 3)

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.

Drake Guard Spells

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.

Draconic Companion

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 Draconic Companion 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 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.

Wyrmsoul

The magic that bonds you to your Companion has infused you with draconic power. You learn to speak, read, and write 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.

Sword, Sorcery, and Dragons!

Interested in playing a true dragon rider? Check out the Order of Scales for the Magus Class, the arcane half-caster companion to the Paladin and Ranger!

Greater Companion (Level 7)

As your power increases, so does that of your 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 d6s, in place of d4s, for the damage of its Claw attacks.

Elemental Breath (Level 11)

You and your 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 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.

Mythic Companion (Level 15)

Your bond with your 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 Elemental Breath increases to 10d6 damage.

Fey Wanderer

Fey Wanderer (Level 3)

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.

Beguiling Strikes

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 Ranger's Quarry 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.

Fey Wanderer Spells

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.

Otherworldly Mystique

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: Deception, Performance, or Persuasion.

Also, whenever you make a Charisma check, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

Whimsical Ward (Level 7)

Your familiarity with the abilities of the fey grants you increased defenses against their power. You have advantage on saving throws to resist being charmed and 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 charmed or 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.

Faerie Guardian (Level 11)

You can call support from the otherworldly courts of the fey. You can cast summon fey without its material components.

Also, once per long rest, when you cast summon fey, you can cast it so that it does not require concentration. When you do, its duration is reduced from 1 hour to 1 minute.

Mirthful Step (Level 15)

You can teleport through the Fey realm. You can cast 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.

Grim Warden

Grim Warden (Level 3)

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.

Warden's Rite

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:

  • You gain proficiency with alchemist's supplies and in 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.

Grim Warden Spells

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.

Crimson Mark

You can use your sinister blood magic to empower the mark on your foes. Whenever you mark a creature as your 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.

A Monster to Fight Monsters

If you like the idea of a full class that uses sinister blood magic, check out the Alternate Blood Hunter

Dark Augmentation (Level 7)

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.

Greater Crimson Mark (Level 11)

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 1d10 necrotic damage to it.

Sinister Resilience (Level 11)

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 Crimson Mark, you roll your Quarry Die twice and use the lower result.

Sanguine Mastery (Level 15)

The magic of your Warden's Rite manifests its full potential. You have advantage on saving throws to resist the frightened condition, and you are always under the effects of protection from good & evil while you are conscious.

Hunter

Hunter (Level 3)

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.

Hunter Spells

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.

Ambuscade

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 surprised, you can use your reaction to take the Hide action, the Attack action, or mark a creature as your Quarry.

If you are surprised, you cannot take this special reaction, but you can act normally on your first turn of combat.

Silent Steps

You stalk your prey unseen until it is too late. You learn the Stalker I Knack, but it does not count against your Knacks Known. If you know this Knack you learn another of your choice.

Cunning Parry (Level 7)

Your unyielding focus allows you to parry and counter foe's attacks. When your 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.

Relentless Hunter (Level 7)

You are relentless, stalking your chosen foes until they are all eradicated. When your 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.

Horde Breaker (Level 11)

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:

Volley

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.

Whirlwind

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.

Ruthless Focus (Level 15)

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 Quarry.

Monster Slayer

Monster Slayer (Level 3)

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.

Monster Slayer Spells

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.

Knowledge of the Hunt

You have dedicated yourself to the destruction of creatures of darkness, and study their weaknesses. You gain proficiency in your choice of Arcana, History, Nature, or 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):

SkillCreature Types

Arcana

Aberrations, Dragons, Monstrosities

History

Giants, Humanoids

Nature

Beasts, Elementals, Oozes, Plants

Religion

Celestials, Fey, Fiends, Undead

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 Quarry with this feature you can add one roll of your Quarry Die to your ability check.

Slayer's Cunning

You are always prepared to hunt. You gain the Slayer I Knack, but it does not count against your total number of Knacks Known.

You can also use Ranger's Quarry once between each short or long rest without expending a use of it.

Iron Focus (Level 7)

You have trained your mind to better resist the supernatural assaults of your hated foes. Whenever your 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.

Monster's Nemesis (Level 11)

Your hatred for evil empowers your weapons. Your weapon attacks against your 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.

Ruthless Counter (Level 15)

You do everything in your power to prevent the monsters you hunt from harming the innocent. When you see your 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.

Nomad

Nomad's Step (Level 7)

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.

Phase Defense

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.

Psionic Jaunt

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.

Strange Movement (Level 11)

Your connection to the Noosphere has grown. You regain all uses of Nomad's Step when you finish a short or long rest.

Mystical Burst (Level 15)

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.

Planar Warden

Planar Warden (Level 3)

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.

Extraplanar Senses

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.

Planar Warrior

You can augment your strikes with extraplanar energies. You can choose for the additional damage of Ranger's Quarry 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.

Planar Warden Spells

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.

Ethereal Step (Level 7)

You can briefly move between planes to disorient your foes. When you take the 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.

Empowered Strikes (Level 11)

Your ability to move between the planes has improved. If you use Ethereal Step and attack at least two different creatures with that action, you can make one additional attack as part of that 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.

Ethereal Defense (Level 15)

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.

Shifter

Shifter (Level 3)

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.

Limited Wild Shape

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 Wild Shape feature in the Player's Handbook. See the table below:

Ranger LevelMax CRLimitationsExample

3rd

1/4

No Flying or Swimming Speed

Panther

7th

1/2

No Flying Speed

Reef Shark

11th

1

Giant Eagle

15th

2

Cave Bear

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.

Shifter Spells

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.

Wild Empathy

The nature magic you wield enables a bond with the beasts you defend. You learn the Wild Insight I 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.

Empowered Shapes (Level 11)

You can infuse your 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.

Thousand Forms (Level 15)

You are so in tune with your abilities that you can transform your normal form in subtle ways at will. You can cast alter self at will, targeting only yourself, without expending a spell slot.

Spellbreaker

Arcane Defense (Level 7)

You can steel yourself to better resist the magics of your foes. Whenever your 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.

Spellbane (Level 11)

You are an unparalleled hunter of mages. Whenever you hit your 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 counterspell or dispel magic, you can add a roll of your Quarry Die to the ability check.

Mantle of the Master (Level 15)

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 unconscious or incapacitated.

Reflect Spell (Level 15)

Your training allows you to strike spells from the weave. You can cast absorb elements 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.

Stargazer

Stargazer (Level 3)

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.

Constellation Magic

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.

Celestial Guidance

The constellations of the night sky guide your steps. You gain proficiency in your choice of either cartographer's tools or navigator's tools. 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.

Stargazer Spells

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.

Ranger LevelSpells

3rd

Constellation Magic

5th

mind spike, moonbeam

9th

beacon of hope, clairvoyance

13th

divination, guardian of faith

17th

dawn, wall of light

Threads of Fate (Level 7)

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.

Starlight Strikes (Level 11)

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

Resplendent Soul (Level 15)

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.

Swarm Keeper

Swarm Keeper (Level 3)

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.

Swarm Keeper Spells

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.

Symbiotic Swarm

You have become an integral part of a swarm of vermin. You know the 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:

Biting Assault

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.

Harrying Horde

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.

Swarm Step

You are moved up to 15 feet in a direction of your choice without provoking opportunity attacks.

Writhing Horde (Level 7)

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 (Athletics) check to shove or grapple, or to resist or end a grapple, you can call on your swarm and add one roll of your Quarry Die to your roll.

Greater Swarm (Level 11)

Your swarm has grown vastly in both numbers and in power. Your Quarry has disadvantage on saving throws against your Symbiotic Swarm features. Your Symbiotic Swarm features also gain the following additional benefits:

Biting Assault

On a failed save, the creature is poisoned until the start of your next turn in addition to the damage.

Harrying Horde

On a failed save, the creature is knocked prone at the end of this forced movement.

Swarm Step

After you move, you also gain the benefits of half cover until the beginning of your next turn.

One with the Swarm (Level 15)

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.

Swarm Master (Level 15)

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.

Trapper

Trapper (Level 3)

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.

Trapper Spells

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.

Meticulous Fingers

You are exceptionally gifted with mechanical objects and traps. You gain proficiency in Sleight of Hand and with Thieves' and Tinker's Tools, 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 Use an Object action as a bonus action on each of your turns.

Trap Adept

You learn the Trapper 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 tinker's tools 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.

Combat Snares (Level 7)

You can quickly assemble and utilize makeshift traps in combat. As an action, you can craft a Trap (using the Trapper 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 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.

Deadly Snares (Level 11)

A creature marked as your 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.

Greater Traps (Level 11)

Your skills as a Trapper have grown. At the end of each long rest, you craft a number of Traps (with Trapper) 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.

Master of Traps (Level 15)

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.

Wastelander

Wastelander (Level 3)

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.

Wastelander Spells

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.

Wasteland Weaver

You have mastered an ancient pattern of enhancing clothing, that enables a supernatural level of survivability. You gain proficiency with weaver's tools, 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:

  • It gains a bonus to Dexterity (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 exhaustion levels.

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).

Wilderness Adept

You are able to survive the most inhospitable environments. You learn one of the following Knacks of your choice: Alpine Adept, Aquatic Adept, Arctic Adept, Desert Adept, or Jungle Adept. You learn another at 7th, 11th, and 15th levels.

Starting at 7th level, you can choose Planar Adept as the Knack you learn from this feature. The Knacks you gain this way do not count against your number of Knacks Known.

Elemental Wastelands

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.

Rugged Resilience (Level 7)

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 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.

Illusory Strikes (Level 11)

You enhance your combat style with potent illusion magic. When you take the 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.

Mirage Transposition (Level 15)

You can use a bonus action to create your Illusory Duplicate even if you do not take the Attack action. When you conjure an Illusory Duplicate, you can instantly switch places with it.

Wrangler

Wrangler (Level 3)

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.

Wrangler Spells

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.

Beast Tamer

Your intimate understanding of animal behaviors and habits grants you certain benefits. You gain proficiency in Athletics or Animal Handling. You also gain the following features:

  • You can mark beasts and monstrosities as your Quarry without expending a use of Ranger's Quarry.

  • Whenever you make a Strength (Athletics) check to 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 only target humanoids can also be used to target beasts and monstrosities.

Bring to Heel (Level 7)

You can bend creatures of the wild to your will. Whenever a beast or monstrosity that is 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.

Monster Tamer (Level 11)

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 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.

Wrangler of Legends (Level 15)

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 Monster Tamer, your concentration cannot be broken unless you wish it to be.

Moreover, creatures that are charmed by you gain all of the benefits of Ranger's Quarry (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.