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5E PHB Classes Ranger

Chapter 3 discusses the various classes available to adventurers, highlighting their unique abilities and roles in the game. Each class, such as Barbarian, Bard, Cleric, and Ranger, offers distinct features that evolve as characters level up, with options for multiclassing. The Ranger class is specifically detailed, emphasizing their skills in hunting and nature magic, as well as their independence and adaptability in the wilderness.

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0% found this document useful (0 votes)
25 views6 pages

5E PHB Classes Ranger

Chapter 3 discusses the various classes available to adventurers, highlighting their unique abilities and roles in the game. Each class, such as Barbarian, Bard, Cleric, and Ranger, offers distinct features that evolve as characters level up, with options for multiclassing. The Ranger class is specifically detailed, emphasizing their skills in hunting and nature magic, as well as their independence and adaptability in the wilderness.

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john.chilton
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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C h a p t e r 3: C l a s s e s

DVENTURERS ARE EXTRAORDINARY PEOPLE,


A Your class gives you a variety o f sp ecia l features, such
driven by a thirst for excitem ent into a as a fighter’s m astery o f w ea p on s and armor, and a
life that others w ou ld never dare lead. w iza rd ’s spells. At low levels, your class gives you only
T h ey are h eroes, com p elled to explore the tw o or three features, but as you advance in level you
dark p la ces o f the w orld and take on the gain m ore and your existing features often im prove.
challen ges that lesser w om en and m en Each class entry in this chapter includes a table
ca n ’t stand against. su m m arizin g the benefits you gain at every level, and
C lass is the prim ary definition o f w hat your character a detailed explanation o f each one.
can do. It’s m ore than a profession; it’s your character’s Adventurers som etim es advance in m ore than one
calling. C lass sh ap es the w ay you think about the class. A rogu e m ight sw itch direction in life and sw ear
w orld and interact with it and your relationship with the oath o f a paladin. A barbarian m ight d iscover latent
other p eop le and p ow ers in the m ultiverse. A fighter, m agical ability and dabble in the sorcerer class w hile
for exam ple, m ight view the w orld in pragm atic term s continuing to advance as a barbarian. Elves are kn ow n
o f strategy and m aneuvering, and see h erself as ju st a to com bin e m artial m astery w ith m agical training
paw n in a m uch larger gam e. A cleric, by contrast, might and advance as fighters and w izards sim ultaneously.
see h im self as a w illing servant in a g o d ’s u nfolding plan O ptional rules for com bin in g cla sses in this way, called
or a con flict brew in g a m on g various deities. W h ile the m ulticlassing, appear in chapter 6.
fighter has contacts in a m ercen a ry com pa n y or army, Twelve c la s se s—listed in the C la sses table—are found
the cleric m ight kn ow a num ber o f priests, paladins, and in alm ost every D & D w orld and define the sp ectru m o f
devotees w h o share his faith. typical adventurers.

C lasses
Hit Primary Saving Throw Armor and Weapon
Class Description Die Ability Proficiencies Proficiencies
Barbarian A fierce warrior of primitive background d12 Strength Strength & Light and medium armor, shields,
who can enter a battle rage Constitution simple and martial weapons
Bard An inspiring magician whose power d8 Charisma Dexterity & Light armor, simple weapons, hand
echoes the music of creation Charisma crossbows, longswords, rapiers,
shortswords
Cleric A priestly champion who wields divine d8 Wisdom Wisdom & Light and medium armor, shields,
magic in service of a higher power Charisma simple weapons
Druid A priest o f the Old Faith, wielding the d8 Wisdom Intelligence Light and medium armor (nonmetal),
powers of nature— moonlight and & Wisdom shields (nonmetal), clubs, daggers,
plant growth, fire and lightning— and darts, javelins, maces, quarterstaffs,
adopting animal forms scimitars, sickles, slings, spears
Fighter A master o f martial combat, skilled with d10 Strength or Strength & All armor, shields, simple and martial
a variety o f weapons and armor Dexterity Constitution weapons
Monk An master of martial arts, harnessing d8 Dexterity & Strength & Simple weapons, shortswords
the power of the body in pursuit of Wisdom Dexterity
physical and spiritual perfection
Paladin A holy warrior bound to a sacred oath d10 Strength & Wisdom & All armor, shields, simple and martial
Charisma Charisma weapons
Ranger A warrior who uses martial prowess and d10 Dexterity & Strength & Light and medium armor, shields,
nature magic to combat threats on the Wisdom Dexterity simple and martial weapons
edges of civilization
Rogue A scoundrel who uses stealth and d8 Dexterity Dexterity & Light armor, simple weapons, hand
trickery to overcome obstacles and Intelligence crossbows, longswords, rapiers,
enemies shortswords
Sorcerer A spellcaster who draws on inherent d6 Charisma Constitution Daggers, darts, slings, quarterstaffs,
magic from a gift or bloodline & Charisma light crossbows
Warlock A wielder of magic that is derived from d8 Charisma Wisdom & Light armor, simple weapons
a bargain with an extraplanar entity Charisma
Wizard A scholarly magic-user capable of d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
manipulating the structures of reality & Wisdom light crossbows
Ranger
R ou gh and w ild looking,
a hum an stalks alone
through the sh ad ow s o f
trees, hunting the ores he
k n ow s are planning a raid
on a nearby farm. Clutching
a sh ortsw ord in each hand,
he b e c o m e s a w hirlw ind of
steel, cutting dow n on e enem y
after another.
After tum bling away from a c o n e o f
freezin g air, an elf finds her feet and draw s
ba ck her b o w to lo o s e an arrow at the white
dragon. S h ru g gin g o ff the w ave o f fear that em anates
from the dragon like the cold o f its breath, she sen ds
on e arrow after another to find the gaps betw een the
dragon ’s thick scales.
H olding his hand high, a half-elf w histles to the hawk
that circles high above him, calling the bird b a ck to his
side. W h isp erin g instructions in Elvish, he points to
the ow lbea r h e’s b een tracking and sen ds the haw k to
distract the creature w hile he readies his bow.
Far from the bustle o f cities and tow ns, past the
h ed ges that shelter the m ost distant farm s from the
terrors o f the w ild, am id the den se-pa ck ed trees o f
trackless forests and a cro ss w id e and em pty plains,
ran gers k eep their unending w atch.

D eadly H unters
W arriors o f the w ildern ess, rangers sp ecia lize in
hunting the m on sters that threaten the ed g es o f
civilization—hum anoid raiders, ram paging beasts and
m onstrosities, terrible giants, and deadly dragons. T h ey
learn to track their quarry as a predator d oes, m oving
stealthily through the w ild s and hiding them selves in
brush and rubble. R a n gers focu s their com bat training
on tech niques that are particularly useful against their
sp ecific favored foes.
Th an ks to their fam iliarity w ith the w ilds, rangers
acqu ire the ability to cast spells that h arness nature’s
pow er, m uch as a druid d oes. Th eir spells, like their
com bat abilities, em phasize speed, stealth, and the hunt.
A ranger’s talents and abilities are h oned w ith deadly
focu s on the grim task o f protecting the borderlands.

In d epen d en t A dven turers


T h ou gh a ranger m ight m ake a living as a hunter, a
guide, or a tracker, a ran ger’s true calling is to defend
the outskirts o f civilization from the ravages o f m onsters
and h um anoid h ordes that p ress in from the w ild. In
so m e places, rangers gather in secretive orders or join
forces w ith druidic circles. M any rangers, though, are
independent alm ost to a fault, k n ow in g that, w hen a
dragon or a band o f orc s attacks, a ranger m ight be the
first—and p ossib ly the last—line o f defense.
This fierce in depen den ce m akes rangers w ell suited
to adventuring, sin ce they are accu stom ed to life far
from the c om forts o f a dry bed and a hot bath. Faced
with city-bred adventurers w h o g rou se and w hine about
the hardships o f the w ild, rangers respon d w ith som e
T he Ra n g e r

Proficiency Spells — Spell Slots per Spell Level—


Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — —
2nd +2 Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Ranger Archetype, Primeval Awareness 3 3 —
— — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Favored Enemy and Natural Explorer improvements 4 4 2 — — —
7th +3 Ranger Archetype feature 5 4 3 — — —
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2 — —

11th +4 Ranger Archetype feature 7 4 3 3 — —


12th +4 Ability Score Improvement 7 4 3 3 — —

13th +5 — 8 4 3 3 1 —

14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 —


15th +5 Ranger Archetype feature 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

W hat m ade you join up with a band o f adventurers?


D o you find it challen ging to teach n ew allies the w ays
o f the w ild, or do you w elcom e the relief from solitude
that they offer?

Q u ic k B u il d
You can m ake a ranger quickly by follow in g these
m ixture o f am usem ent, frustration, and com pa ssion .
suggestion s. First, m ake D exterity your highest ability
But they quickly learn that other adventurers w h o can
score, follow ed by W isdom . (S o m e rangers w h o focu s
carry their ow n w eight in a fight against civilization’s
on tw o-w eapon fighting m ake Strength higher than
fo e s are w orth any extra burden. C odd led city folk might
Dexterity.) S econ d , c h o o s e the outlander background.
not k n ow h ow to feed them selves or find fresh w ater in
the w ild, but they m ake up for it in other ways.
C lass Featu r es
C r e a t in g a R anger A s a ranger, you gain the follow in g class features.
A s you create your ranger character, con sider the nature
H it P o in t s
o f the training that gave you your particular capabilities.
Hit Dice: 1d 10 per ranger level
D id you train with a single mentor, w an dering the w ilds
Hit Points at 1st Level: 10 + your Constitution m odifier
together until you m astered the ran ger’s w ays? Did you
Hit Points at Higher Levels: 1d 10 (or 6) + your
leave your apprenticeship, or w a s your m entor slain—
C onstitution m odifier per ranger level after 1st
perhaps by the sam e kind o f m on ster that b e ca m e your
favored enem y? Or perhaps you learned your skills as P r o f ic ie n c ie s
part o f a band o f rangers affiliated with a druidic circle, Arm or: Light armor, m edium armor, shields
trained in m ystic paths as well as w ilderness lore. You
W eapons: S im ple w eapon s, m artial w eapon s
might b e self-taught, a recluse w ho learned com bat Tools: N one
skills, tracking, and even a m agical conn ection to nature
through the n ecessity o f surviving in the w ilds. Saving Throws: Strength, D exterity
W h at’s the sou rce o f your particular hatred o f a Skills: C h oose three from A nim al Handling,
certain kind o f enem y? D id a m on ster kill som eon e A thletics, Insight, Investigation, Nature, P erception,
you loved or destroy your h om e village? Or did you see Stealth, and Survival
too m uch o f the destruction th ese m on sters cau se and
E q u ip m ent
com m it y ou rself to reining in their depredations? Is
You start w ith the follow in g equipm ent, in addition to
your adventuring career a continuation o f your w ork
the equipm ent granted by your background:
in protectin g the borderlands, or a significant change?
• (a) scale m ail or (b) leather arm or A rchery
• (a) tw o sh ortsw ords or (b) tw o sim ple m elee w eap on s You gain a +2 bon u s to attack rolls you m ake with
• (a) a du ng eon eer’s pack or (b) an explorer’s pack ranged w eapon s.
• A lon g b ow and a quiver o f 20 arrow s
D efense
Fa v o r e d E n e m y W h ile you are w earing armor, you gain a +1 bonus to AC.

B egin ning at 1st level, you have significant experience


D u e l in g
studying, tracking, hunting, and even talking to a certain
W h en you are w ielding a m elee w eap on in on e hand and
type o f enemy.
no other w eapon s, you gain a +2 bon u s to dam age rolls
C h oose a type o f favored enem y: aberrations,
w ith that w eapon.
beasts, celestials, constructs, dragons, elem entals, fey,
fiends, giants, m on strosities, ooze s , plants, or undead. Tw o -W eapon F ig h t in g
Alternatively, you can select tw o races o f hum anoid W h en you engage in tw o-w eapon fighting, you can add
(such as gnolls and orc s) as favored enem ies. your ability m odifier to the dam age o f the se co n d attack.
Y ou have advantage on W isd om (Survival) ch eck s to
track your favored en em ies, as w ell as on Intelligence Spellca stin g
ch eck s to recall inform ation about them.
By the tim e you reach 2nd level, you have learned to
W h en you gain this feature, you also learn one
u se the m agical e ss e n ce o f nature to cast spells, m uch
language o f your ch oice that is sp oken by your favored
as a druid d oes. S e e chapter 10 for the general rules o f
en em ies, if they sp eak on e at all.
sp ellcastin g and chapter 11 for the ranger spell list.
You c h o o s e on e additional favored enemy, as w ell as
an a ssocia ted language, at 6th and 14th level. A s you
Spell Slo ts
gain levels, your c h o ice s should reflect the types o f
T h e R anger table sh ow s h ow m any spell slots you have
m on sters you have en cou ntered on your adventures.
to cast your spells o f 1st level and higher. To cast one o f
th ese spells, you m ust expend a slot o f the sp ell’s level
N atural Explorer
or higher. You regain all expen ded spell slots w hen you
You are particularly fam iliar w ith one type o f natural finish a long rest.
environm ent and are adept at traveling and surviving in F or exam ple, if you kn ow the 1st-level spell animal
such regions. C h oo se on e type o f favored terrain: arctic, friendship and have a 1st-level and a 2nd-level spell slot
coast, desert, forest, grassland, m ountain, sw am p, available, you can cast animal friendship using either slot.
or the U nderdark. W h en you m ake an Intelligence or
W isd om ch eck related to your favored terrain, your Spe lls K now n of 1s t L evel and H ig h e r

proficiency bon u s is dou bled if you are using a skill that Y ou k n ow tw o 1st-level spells o f you r c h oice from the
you ’re proficient in. ranger spell list.
W h ile traveling for an hour or m ore in your favored T he S p ells K n ow n colu m n o f the R anger table sh ow s
terrain, you gain the follow in g benefits: w h en you learn m ore ranger sp ells o f your ch oice. Each
o f th ese sp ells m ust be o f a level for w hich you have
• Difficult terrain d oesn ’t slow your grou p’s travel.
• Your group can ’t b e c o m e lost except by m agical
m eans.
• Even w h en you are engaged in another activity w hile
traveling (such as foraging, navigating, or tracking),
you rem ain alert to danger.
• If you are traveling alone, you can m ove stealthily at
a n orm al pace.
• W h en you forage, you find tw ice as m uch food as you
norm ally w ould.
• W h ile tracking other creatures, you also learn their
exact num ber, their sizes, and h ow lon g ago they
pa ssed through the area.

You c h o o s e additional favored terrain types at 6th


and 10th level.

F i g h t i n g St y l e
At 2nd level, you adopt a particular style o f fighting as
your specialty. C h o ose on e o f the follow in g options.
Y ou ca n ’t take a Fighting Style option m ore than on ce,
even if you later get to c h o o s e again.
spell slots. F or instance, w hen you reach 5th level in this A b il it y Sco r e Im pr o v e m e n t
class, you can learn on e n ew sp ell o f 1st or 2nd level.
Additionally, w hen you gain a level in this class, W h en you reach 4th level, and again at 8th, 12th, 16th,
you can c h o o s e on e o f the ranger sp ells you kn ow and 19th level, you can in crease on e ability s c o r e o f your
and rep lace it w ith another spell from the ranger ch oice by 2, or you can in crease tw o ability s c o r e s o f
spell list, w hich also m ust be o f a level for w hich you your ch oice by 1. A s norm al, you ca n ’t in crease an ability
have spell slots. sc o r e above 20 using this feature.

Sp e l l c a s t in g A b il it y Extra A ttack
W isd om is your sp ellcastin g ability for your ranger B egin n in g at 5th level, you ca n attack tw ice, instead o f
spells, sin ce your m a gic draw s on your attunem ent to on ce, w henever you take the A ttack action on your turn.
nature. You use your W isd om w henever a spell refers
to your sp ellcastin g ability. In addition, you u se your L a n d ’s S t r i d e
W isd om m odifier w hen setting the saving th row D C for
Starting at 8th level, m oving through n onm agical
a ranger spell you cast and w hen m akin g an attack roll
difficult terrain co sts you no extra m ovem ent. You can
with one.
also pass through n onm agical plants w ithout being
Spell save D C = 8 + your proficiency bonus + slow ed by them and without taking dam age from them if
your Wisdom modifier they have thorns, spines, or a sim ilar hazard.
In addition, you have advantage on saving throw s
Spell attack modifier = your proficiency bonus +
against plants that are m agically created or m anipulated
your Wisdom modifier
to im pede m ovem ent, such th ose created by the
entangle spell.
R anger A rchetype
At 3rd level, you c h o o s e an archetype that you strive H id e in P l a i n S ig h t
to emulate: Hunter or B east Master, both detailed at Starting at 10th level, you can sp en d 1 m inute creating
the end o f the class description. Your ch oice grants cam ou flage for yourself. You m ust have a c c e s s to fresh
you features at 3rd level and again at 7th, 11th, mud, dirt, plants, soot, and other naturally o ccu rrin g
and 15th level. m aterials w ith w hich to create your cam ou flage.
O n ce you are cam ou fla ged in this way, you can try
P r im eval A wareness to hide by p ressin g y ou rself up against a solid surface,
B egin n in g at 3rd level, you can use your action and such as a tree or w all, that is at least as tall and w ide
expend on e ranger spell slot to focu s your aw areness on as you are. You gain a +10 bon u s to D exterity (Stealth)
the region around you. F or 1 m inute per level o f the spell ch eck s as long as you rem ain there without m oving or
slot you expend, you can sen se w hether the follow in g taking actions. O nce you m ove or take an action or a
types o f creatu res are present w ithin 1 m ile o f you (or reaction, you m ust cam ou flage y ou rself again to gain
w ithin up to 6 m iles if you are in your favored terrain): this benefit.
aberrations, celestials, dragons, elem entals, fey, fiends,
and undead. T h is feature d oesn ’t reveal the creatu res’ Va n ish
location or number. Starting at 14th level, you can u se the H ide action as a
bon u s action on your turn. A lso, you ca n ’t b e tracked by
n onm agical m eans, u n less you c h o o s e to leave a trail.

F e r a l Senses
At 18th level, you gain preternatural se n se s that help
you fight creatu res you ca n ’t see. W h en you attack a
creature you ca n ’t see, your inability to see it d oesn ’t
im p ose disadvantage on your attack rolls against it.
You are also aware o f the location o f any invisible
creature w ithin 30 feet o f you, provided that the
creature isn’t hidden from you and you aren’t
blinded or deafened.

Foe Sla ye r
At 20th level, you b e c o m e an unparalleled hunter o f your
enem ies. O n ce on each o f your turns, you can add your
W isd om m odifier to the attack roll or the dam age roll o f
an attack you m ake against one o f your favored en em ies.
You can c h o o s e to use this feature before or after the
roll, but b efore any effects o f the roll are applied.
if you su cce e d on the saving throw, and only half
R an g er A rchetypes d am age if you fail.
The ideal o f the ranger has tw o classic expression s: the Stand Against the Tide. W h en a hostile creature
Hunter and the B east Master. m isses you with a m elee attack, you can u se your reaction
to force that creature to repeat the sam e attack against
H unter another creature (other than itself) o f your choice.
Em ulating the Hunter archetype m eans a cceptin g your Uncanny Dodge. W h en an attacker that you can see
place as a bulw ark b etw een civilization and the terrors hits you w ith an attack, you can use your reaction to
o f the w ildern ess. A s you w alk the H unter’s path, you halve the attack’s dam age against you.
learn sp ecia lized tech niques for fighting the threats
you face, from ram paging og res and h ord es o f orc s to B east M aster
tow ering giants and terrifying dragons. T h e B east M aster archetype em b od ies a friendship
betw een the civilized races and the beasts o f the w orld.
H u n t e r ’s Prey
United in focu s, beast and ranger w ork as on e to fight
At 3rd level, you gain on e o f the follow in g features
the m on strou s fo e s that threaten civilization and the
o f y ou r choice.
w ildern ess alike. Em ulating the B east M aster archetype
Colossus Slayer. Y our tenacity can w ear dow n
m eans com m itting y ou rself to this ideal, w ork in g in
the m ost potent foes. W h en you hit a creature w ith a
partnership w ith an anim al as its com p a n ion and friend.
w eap on attack, the creature takes an extra 1d8 dam age
if it’s b elow its hit point m axim um . You can deal this R a n g e r ’s C o m p a n io n
extra dam age only o n ce per turn. At 3rd level, you gain a beast com p a n ion that
Giant Killer. W h en a Large or larger creature w ithin accom p a n ies you on your adventures and is trained to
5 feet o f you hits or m isses you w ith an attack, you can fight alongside you. C h oose a beast that is no larger than
u se your reaction to attack that creature im m ediately M edium and that has a challen ge rating o f 1/4 or low er
after its attack, provided that you can see the creature. (appendix D presen ts statistics for the hawk, mastiff,
Horde Breaker. O n ce on each o f your turns w hen you and panther as exam ples). A dd your proficiency bon u s
m ake a w eap on attack, you can m ake another attack to the bea st’s AC, attack rolls, and dam age rolls, as w ell
w ith the sam e w eap on against a different creature that as to any saving th row s and skills it is proficient in. Its
is w ithin 5 feet o f the original target and w ithin range hit point m axim u m equals its n orm al m axim u m or four
o f your w eapon . tim es your ranger level, w hich ever is higher.
The beast obeys your com m a n d s as best as it can. It
D e f e n s iv e T a c t ic s
takes its turn on your initiative, though it d oesn ’t take an
At 7th level, you gain on e o f the follow in g features
action u n less you com m a n d it to. O n your turn, you can
o f your ch oice.
verbally com m a n d the beast w h ere to m ove (no action
Escape the Horde. O pportunity attacks against you
requ ired by you). You can use your action to verbally
are m ade w ith disadvantage.
com m a n d it to take the Attack, Dash, D isengage, D odge,
Multiattack Defense. W h en a creature hits you
or Help action. O nce you have the Extra A ttack feature,
w ith an attack, you gain a +4 b on u s to AC against
you can m ake on e w eap on attack y ou rself w hen you
all subsequent attacks m ade by that creature for the
com m a n d the beast to take the A ttack action.
rest o f the turn.
W h ile traveling through your favored terrain w ith only
Steel Will. Y ou have advantage on saving throw s
the beast, you can m ove stealthily at a n orm al pace.
against bein g frightened.
If the beast dies, you can obtain another on e by
sp ending 8 hours m agically b on d in g w ith another beast
M u l t ia t t a c k
that isn’t hostile to you, either the sam e type o f beast as
At 11th level, you gain on e o f the follow in g features
b efore or a different one.
o f your ch oice.
Volley. You can u se your action to m ake a ranged E x c e p t io n a l T r a in in g
attack against any n um ber o f creatu res w ithin 10 feet
B egin ning at 7th level, on any o f your turns w hen
o f a point you can see w ithin your w ea p on ’s range. You
your beast com p a n ion d oesn ’t attack, you can use a
m ust have am m unition for each target, as norm al, and
bon u s action to com m a n d the beast to take the Dash,
you m ake a separate attack roll for each target.
D isengage, D odge, or Help action on its turn.
Whirlwind Attack. Y ou can u se your action to m ake a
m elee attack against any num ber o f creatu res w ithin 5 B e s t ia l F u r y
feet o f you, w ith a separate attack roll for each target. Starting at 11th level, your beast com p a n ion can
m ake tw o attacks w hen you com m a n d it to u se the
Su p e r i o r H u n t e r ’s D efense
A ttack action.
At 15th level, you gain on e o f the follow in g features
o f your choice. Sh a r e Spells
Evasion. You can nim bly d odge out o f the w ay o f B egin ning at 15th level, w hen you cast a spell targeting
certain area effects, su ch as a red dragon ’s fiery breath yourself, you can also affect your beast com p a n ion with
or a lightning bolt spell. W h en you are su bjected to an the spell if the beast is w ithin 30 feet o f you.
effect that allow s you to m ake a D exterity saving th row
to take only h alf dam age, you instead take no dam age

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