Ranger Feats
| Feat | Level | ASI | Prereqs | Description |
|---|---|---|---|---|
| Acute Senses | 1 | Wis | Gain proficiency in Perception, or Expertise; never disadv. on Perception; gain +5 to passive Perception. | |
| Adept Archer | 1 | Dex | No disadv. on ranged attack when foe is within 5 ft. No disadv. on long ranged attacks. +1 ASI to Dex. | |
| Battle Clarity | 5 | After initiative, choose one foe. You have adv. on attacks against them for 1st turn & 1st attack does bonus dmg; they have disadv. on attacks against you. | ||
| Careful Aim | 5 | Extra Attack feature | When taking Attack action, can forgo one attack to gain adv. on other attack. | |
| Hear the Unseen | 5 | Wis 17, Perception | You gain blindsight to 10 ft., increases with level. Can make Perception check to pinpoint hidden/invisible foe (bonus). | |
| Insightful Archery | 1 | Wis 13 | Use Wisdom mod in place of Dexterity mod for attack and damage rolls made with shortbows and longbows. | |
| Mistwalker | 1 | Dex or Wis | Ignore nonmagical difficult terrain; gain +2 to AC in light obscurement. | |
| Rapid Shot | 5 | Extra Attack feature, Dex 15 | When you take the Attack action with a ranged weapon, make one more attack as a bonus action. Usable PB/LR. | |
| Two-Weapon Defense | 1 | When you hit a foe with both weapons, can force them to have disadv. on the next attack they make against you. Usable PB/LR. | ||
| Warden of the Liminal Wild | 1 | Wis | Always know when you enter or leave manifest zone; have adv. on checks to identify or understand a manifest zone; gain specific benefit tied to one plane. |
Acute Senses
Your awareness of your surroundings is unparalleled.
Prerequisites: Ranger
Benefits:
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Increase your Wisdom score by 1, to a maximum of 20.
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You gain proficiency in the Perception skill. If you are already proficient, you instead gain Expertise in Perception.
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You never have disadvantage on Perception checks.
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You gain a +5 bonus to your passive Perception.
Adept Archer
You have mastered techniques that allow you to make ranged attacks in close quarters and over long distances.
Prerequisites: Fighter, or Ranger
Benefits:
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Increase your Dexterity score by 1, to a maximum of 20.
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You don't suffer disadvantage on ranged attack rolls when a hostile creature is within 5 ft. of you.
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You ignore disadvantage when making a ranged attack at long range.
Battle Clarity
You have honed your awareness into a razor-sharp discipline, allowing you to act with absolute clarity in moments of danger.
Prerequisites: Level 5+; and Barbarian, Fighter, Ranger, or Paladin
Benefits:
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You gain advantage on initiative rolls.
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When you roll initiative and are not surprised, you can choose one creature you can see.
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Until the end of your first turn, you have advantage on attack rolls against that creature. The first time you hit it, the attack deals extra damage equal to 1/2 your level + your Wisdom modifier.
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Until the end of their first turn, the creature has disadvantage on attack rolls against you.
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You can use this feature a number of times equal to your proficiency bonus per long rest.
Careful Aim
You have trained to slow your breath and steady your aim, favoring precision over rapidity.
Prerequisites: Level 5+; Fighter, or Ranger; and Extra Attack feature
Benefits: When you take the Attack action and make multiple ranged weapon attacks as part of that action, you can forgo one of those attacks. If you do, you have advantage on one other ranged weapon attack you make as part of the same action.
You must decide to forgo the attack before making any attack rolls, and you must choose which attack gains advantage before rolling it.
Hear the Unseen
Your hearing is so finely tuned that you can locate hidden or invisible creatures by sound alone.
Prerequisites: Level 5+, Ranger, Wisdom 17, and Perception proficiency
Benefits:
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You gain blindsight out to a range of 10 ft. This blindsight can't perceive creatures in magical silence, and it doesn’t function while you are deafened. This blindsight increases to 15 ft. at 10th level, and 20 ft. at 15th level.
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As a bonus action, you may make a Wisdom (Perception) check opposed by the Dexterity (Stealth) check of a hidden or invisible creature within 40 ft. that is making noise and that you can hear. If you succeed, you pinpoint its location until the end of your next turn.
Insightful Archery
You rely on intuition and inner calm rather than sheer reflexes when aiming with a bow.
Prerequisites: Ranger, and Wisdom 13
Benefits: You can use your Wisdom modifier in place of your Dexterity modifier for attack rolls and damage rolls you make with a longbow or a shortbow.
Mistwalker
You move like a wraith through fog, foliage, and shadow.
Prerequisites: Ranger
Benefits:
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Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
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You ignore nonmagical difficult terrain.
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If you end your movement in light obscurement, you gain +2 AC until the start of your next turn.
Rapid Shot
You have learned how to channel speed and precision into a sudden burst of arrows.
Prerequisites: Level 5+, Ranger, Extra Attack feature, and Dexterity 15
Benefits: When you take the Attack action on your turn, use the Extra Attack feature, and make all your attacks with the same ranged weapon, you can use your bonus action to make one additional ranged weapon attack with that weapon.
You can use this feature a number of times equal to your proficiency bonus per long rest. You cannot use this feature while wearing medium or heavy armor.
Two-Weapon Defense
You turn your relentless offense into a moment of defensive advantage.
Prerequisites: Ranger
Benefits: When you hit a creature with each of your melee weapons during the same turn, you can force that creature to have disadvantage on the first attack roll it makes against you before the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus per long rest. You must be wielding two separate melee weapons and not wearing medium or heavy armor to use this feature.
Warden of the Liminal Wild
Your body and spirit were shaped by the overflowing life and otherworldly magic of a place where the boundary between the natural and the mystical was thin.
Prerequisites: Ranger
Benefits:
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Increase your Wisdom score by 1, to a maximum of 20.
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You can instinctively sense planar boundaries. You always know when you enter or leave a Manifest Zone, and you have advantage on checks to identify or understand its effects.
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Long experience with manifest zones and other planes has led you to adapt to one in particular. Please choose a plane and benefit from the following table.
| Plane | Plane Title | Benefit |
|---|---|---|
| Daanvi | Once per short or long rest, when you make an attack roll, ability check, or saving throw with disadvantage, you can choose to ignore the disadvantage. | |
| Dolurrh | Once per short or long rest, when you fail a death saving throw, you can reroll it. You must use the new roll. | |
| Fiernia | As a bonus action, you can ignite or extinguish an unattended nonmagical flammable object you touch. In addition, your unarmed strikes deal 1 extra fire damage on a hit. | |
| Golubbh | You gain a swimming speed equal to your walking speed. You can hold your breath for twice as long as normal. |
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| Ilyrion | You have advantage on saving throws against being charmed or frightened. | |
| Irian | Your hit point maximum increases by an amount equal to your level. | |
| Kythri | You have advantage on saving throws against being restrained.You also have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to avoid or escape a grapple. | |
| Lamannia | Whenever you spend one or more Hit Dice to regain hit points during a short rest, add your Wisdom modifier to each Hit Die rolled (minimum bonus of 0). | |
| Mabar | You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet instead. |
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| Ossura | You have advantage on saving throws and ability checks made to resist being shoved, knocked prone, or forcibly moved against your will. | |
| Risia | You have advantage on saving throws against being paralyzed, restrained, or slowed. | |
| Shavarath | You can add your Wisdom modifier to your initiative rolls. | |
| Syrania | When you fall, you always land on your feet unless you are incapacitated. When you fall, any falling damage you take is halved. |
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| Thelanis | Once per short or long rest, when a creature hits you with an attack, you can use your reaction to move up to half your speed without provoking opportunity attacks. | |
| Vharun | You have advantage on saving throws made to avoid gaining levels of exhaustion. Once per long rest, when you would gain a level of exhaustion, you can choose not to. |
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| Xoriat | Once per short rest, as a bonus action, you can become aware of other minds nearby. Until the end of your next turn, you know the location of all creatures with an Intelligence score of 3 or higher within 30 feet of you. |