Path of the Ranger (5e Subclass)

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Path of the Ranger[edit]

Barbarian Path

Barbarians who follow the path of the rangers are members of barbaric tribes that act as guardians of natural environments and monster hunters, who protect the frontiers who divide the natural from the wild world.

Wild Affinity

Starting at 3rd level, you gain proficiency with the following skills: Animal Handling, Nature, Survival. In addition, if you roll 7 or lower on a check with those skills, you can choose an 8 instead.

Mark of Enmity

Starting at 3rd level, when you enter a rage, you are able to mark a creature you are able to see as part of the same bonus action. For the duration of the rage, whenever you hit the marked creature with a weapon attack, you cause additional 1d6 damage to it.

If the marked creature is reduced to 0 hit points before the rage ends, you can place the mark on another enemy creature you can see using a bonus action.

Favored Terrain

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Nature's Veil

At 10th level you draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feral Senses

At 14th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

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