Background - Never Tell Me The Odds
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
Feat (1): Thrown Arms Master
Increase your Strength or Dexterity by 1, to a maximum of 20.
Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.
Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.
When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.
Racial - Shifting (Wildhunt):
As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.
Wildhunt: While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.
Fighting Style: Two-Weapon Fighting
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
Ranger (2) - Deft Explorer
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. (Survival)
Languages. You know two languages of your choice from the language tables in chapter 2. (Theives Cant, Orcish)
Ranger, Chrononomad (3) Temporal State
Whenever you finish a Long Rest, you can choose a Temporal State to assume: Past, Present, or Future. You draw power from the moments in time that comprise your chosen state, gaining its respective benefit until you choose another Temporal State:
Past: You can capitalise on the successes of your past. When you roll the extra damage of your Hunter’s Mark, you can choose to mark the result, unmark-ing any previously marked result. The next time you roll the marked result for extra damage from Hunter’s Mark, that damage is tripled and the result is unmarked.
Present: There’s no time like the present. While
maintaining Concentration on Hunter’s Mark, you can concentrate on one additional effect. If you’re
forced to make a saving throw to maintain your Concentration, you make a single saving throw. If your Concentration on either effect ends for any reason other than you willingly ending it, your Concentration ends on both effects.
Future: The first time on each of your turns that you make an attack roll against a creature under the effect of your Hunter’s Mark, you gain a glimpse into the future, allowing you to anticipate your tar- get’s motions and coordinate deadly attacks with your allies. The next time a creature other than you makes an attack roll against the target before the end of your next turn, it has Advantage.
Ranger, Chrononomad (3) - Spells
When you reach a Ranger level specified in the Chrono-mad Spells table, you thereafter always have the listedspells corresponding to your current Temporal State prepared.
Chrononomad Spells
| Ranger Level | Past | Present | Future |
|---|
| 3 |
Deja Vu* |
Expiditious Retreat |
See Future Death* |
| 5 |
Misty Step |
Hold Person |
Augury |
| 9 |
Slow |
Perfect Timing* |
Haste |
| 13 |
Death Ward |
Freedom of Movement |
Divination |
| 17 |
Legend Lore |
Hold Monster |
Scrying |
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