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==Class Features (Ranger)== : '''Domain/Oath/Pact etc''' xxxxx : '''Saving Throws & Proficiencies''': Strength, Dexterity, Insight, Nature, Stealth : '''Deity''': xxxx : '''Fighting Style''': Archery - +2 ranged attacks : '''Favoured Foe''' 2 / long rest - When hit with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. : '''Natural Explorer''' (Arctic) - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: :: - Difficult terrain doesn’t slow your group’s travel. :: - Your group can’t becom e lost except by magical means. :: - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. :: - If you are traveling alone, you can move stealthily at a normal pace. :: - When you forage, you find twice as much food as you normally would. :: - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. : '''Dread Ambusher''': At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. | At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. :'''Umbral Sight''': You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet | You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. : '''Feature''' - X/rest :: ''Subheading:'' Description :: ''Subheading:'' Description
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