Preserve Life and Light in the World
+The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice.They often adorn their armor and clothing with images of growing things —leaves, antlers, or flowers— to reflect their commitment to preserving life and light.
+These paladins share the following tenets:
+As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
+The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.
+Paladin Level | Spells |
3rd | Ensnaring Strike, Speak with Animals |
5th | Misty Step, Moonbeam |
9th | Plant Growth, Protection from Energy |
13th | Ice Storm, Stoneskin |
17th | Commune with Nature, Tree Stride |
Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.
+When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a Long Rest.
+Additionally, you can't be aged magically, and you cease visibly aging.
+As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required).Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
+Diminish Defiance. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.
+Regeneration. At the start of each of your turns, you regain 10 Hit Points.
+Swift Spells. Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.
+Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.
+At the start of each of your turns, you regain 10 Hit Points.
+Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.
+Uphold the Ideals of Justice and Order
+The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor.They hold themselves to the highest standards of conduct, and some —for better or worse— hold the rest of the world to the same standards.
+Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.
+These paladins share the following tenets:
+You gain oath spells at the paladin levels listed.
+Paladin Level | Spells |
3rd | Protectionfrom Evil and Good, Shield of Faith |
5th | Aid, Zone of Truth |
9th | Beacon of Hope, Dispel Magic |
13th | Freedom of Movement, Guardian of Faith |
17th | Commune, Flame Strike |
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
+The weapon also emits Bright Light in a 2O-font radius and Dim Light 20 feet beyond that.
+You can end this effect early (no action required).
This effect also ends if you aren't carrying the weapon.
+You and your allies have Immunity to the Charmed condition while in your Aura of Protection, If a Charmed ally enters the aura, that condition has no effect on that ally while there.
+Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection, The aura has this benefit until the start of your next turn.
+As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest, You can also restore your use of it by expending a level 5 spell slot (no action required).
+Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead,
+Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
+Sunlight. The aura is filled with Bright Light that is sunlight.
+Strive for the Heights of Heroism
+Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism.They train diligently and encourage their companions,so they're all ready when destiny calls.
+These paladins share the following tenets:
+Immediately after you cast Divine Smite you can expend one use of your Channel Divinty and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you.The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.
+The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.
+Paladin Level | Spells |
3rd | Guiding Bolt, Heroism |
5th | Enhance Ability, Magic Weapon |
9th | Haste, Protection from Energy |
13th | Compulsion, Freedom of Movement |
17th | Legend Lore, Yolande's Regal Presence |
As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
+Your Speed increases by 10 feet.
+In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's Speed increases by 10 feet until the end of their next turn.
+You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction, if the attacker is within your weapon's range.
+You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
+You can empower yourself with the legends —whether true or exaggerated— of your great deeds. As a bonus action, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
+Charismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks.
+Saving Throw Reroll. If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.
+Unerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.
+You are blessed with an otherworldly presence, gaining Advantage on all Charisma checks.
+If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
+Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
+Punish Evildoers at Any Cost
+The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armiesslaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.
+These paladinsshare the following tenets:
+The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.
+Paladin Level | Spells |
3rd | Bane, Hunter's Mark |
5th | Hold Person, Misty Step |
9th | Haste, Protection from Energy |
13th | Banishment, Dimension Door |
17th | Hold Monster, Scrying |
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.
+If the creature drops to O Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).
+Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.
+Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it's within range.
+As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
+Flight. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.
+Frightful Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.
+You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.
@@ -34,7 +37,7 @@Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.
In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.
When you command your Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.
In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.
You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra ld4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to ld6 when you reach Ranger level 11.
When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.
@@ -78,13 +78,13 @@Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion
The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
You have mastered the art of creating fearsome ambushes, granting you the following benefits.
@@ -40,7 +40,7 @@Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
@@ -110,13 +110,13 @@You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.
You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.
Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.
Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.
When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra ld8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.
Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Escape the Horde. Opportunity Attacks have Disadvantage against you.
Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
+Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.
+Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
+Primary Ability | Strength and Charisma |
Hit Point Die | 1d10 per Paladin level |
Saving Throw Proficiencies | Wisdom and Charisma |
Skills Proficiencies | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light, Medium and Heavy armor and Shields |
Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP |
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
+Level | Features | Channel Divinity | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
1st | Lay On Hands, Spellcasting, Weapon Mastery | — | 2 | 2 | — | — | — | — |
2nd | Fighting Style, Paladin's Smite | — | 3 | 2 | — | — | — | — |
3rd | Channel Divinity, Paladin Subclass | 2 | 4 | 3 | — | — | — | — |
4th | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
5th | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | — | — | — |
6th | Aura of Protection | 2 | 6 | 4 | 2 | — | — | — |
7th | Subclass feature | 2 | 7 | 4 | 3 | — | — | — |
8th | Ability Score Improvement | 2 | 7 | 4 | 3 | — | — | — |
9th | Abjure Foes | 2 | 9 | 4 | 3 | 2 | — | — |
10th | Aura of Courage | 2 | 9 | 4 | 3 | 2 | — | — |
11th | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | — | — |
12th | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | — | — |
13th | — | 3 | 11 | 4 | 3 | 3 | 1 | — |
14th | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | — |
15th | Subclass feature | 3 | 12 | 4 | 3 | 3 | 2 | — |
16th | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | — |
17th | — | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
18th | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
19th | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
20th | Subclass feature | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.
+Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
+Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.
+The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
+If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.
+Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
+Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
+Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
+Spell save DC = 8 + your proficiency bonus + your Charisma modifier
+Spell attack modifier = your proficiency bonus + your Charisma modifier
+Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest, With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
+As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
+You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
+Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
+Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
+You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
+You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.
+You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip
+You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.
+You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
+If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
+ +As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
+You gain a Paladin subclass of your choice. The Oath of Devotion. Oath of Glory, Oath of the Ancients, and Oath of Vengeance subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.
+You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.
+You can attack twice, instead of once, whenever you take the Attack action on your turn.
+You can call on the aid of an otherworldly steed.
+You always have the Find Steed spell prepared.
+You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
+You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
+You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
+If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
+As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for1minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
+You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
+Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
+When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded,Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.
+Your Aura of Protection is now a 30-foot Emanation.
+You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Truesight is recommended.
+You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.
@@ -152,45 +152,45 @@You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Thanks to your travels, you gain the following benefits.
@@ -228,8 +228,8 @@You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.
You gain a Ranger subclass of your choice. The Beast Master, Fey Wanderer, Gloom Stalker, and Hunter subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8,12, and 16.
@@ -279,19 +279,19 @@ -->You can attack twice, instead of once, whenever you take the Attack action on your turn.
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
@@ -305,7 +305,7 @@Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
@@ -317,14 +317,14 @@Primal forces now help fuel you on your journeys, granting you the following benefits.
Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to ld8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Taking damage can't break your Concentration on Hunter's Mark.
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
@@ -387,12 +387,12 @@ -->The damage die of your Hunter's Mark is a dlO rather than a d6.