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Jensen Hawkins (Jay) 11th Level
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== Features & Feats == '''Racial & Background''' *''Mask of the Wild'': You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. *''Blessing of the Forest'': Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature. *''Uthgardt Heritage'': You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe. '''Rogue Features''' *1st Level: Expertise, Sneak Attack (+2d6), *2nd Level: Cunning Action: Bonus Action - You can take the Dash, Disengage, or Hide action. *3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. '''Ranger Features''' *1st Level: '''Favored Foe''' - Hunter’s Mark spell known, doesn't count against spells known, doesn't require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., '''Deft Explorer''' - Roving: +5 Speed, Climbing & Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages. *2nd Level: '''Fighting Style''' - Archery (+2 w/ Ranged Weapons), '''Spellcasting''' (see "Magic" below"), '''Spell Versatility''' - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, '''Spellcasting Focus''' - May use Druidic spell focus. '''Ranger Spells''' - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond *3rd Level: '''Primal Awareness''' - Bonus spells that can be cast once per long rest w/o expending a slot. '''Gloom Stalker Archetype''' - ''Gloom Stalker Magic'' - expanded spell list that doesn't count against spells known, ''Dread Ambusher'' - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat & if it hits the target takes +1d8 dmg, ''Umbral Sight'' - +30' to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. *4th Level: '''ASI''' - ''Close Quarters Archer'' Feat *5th Level: Extra Attack *6th Level: Deft Explorer Improvement *7th Level: '''Iron Mind''' - Gain proficiency in Wis Saving Throws *8th Level: '''ASI''' - ''Athlete'' Feat. '''Land's Stride''' - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). '''Feats''' *1st Level: '''Sharpshooter''' (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit & +10 dmg. *4th Level: '''Close Quarters Archer''' (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range. *8th Level: '''Athlete''' Standing only uses only 5'. Can jump after moving 5', rather than 10'.
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