Go Dungeons Class Ranger

Ranger Primary

 * Monster Hunter - Gain an extra damage dice for 1 attack against beasts
 * Explorer - Gain advantage on Perception and Survival checks
 * Animal awareness - You are able to read the body languages of animals that are not hostile
 * Ranged Weapon Mastery - You are proficient in ranged combat
 * Gain a +2 attack bonus on range attacks

Ranger Secondary
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 * Target Slayer - If you hit the same target 3 times in a row, the third attack damage is doubled.
 * The count resets after the third attack or if you attack a different target
 * If you roll a 1 for attack rolls, it resets.
 * If you roll a 20 for attack rolls, it counts as 2.
 * Archetype - You are able to chose one archetype to define you as a Ranger.
 * Beast Master - You gain an animal companion. Only one. You can communicate with your companion normally.
 * Your companion will have it's own stats and initiative roll
 * Consult with the GM about your companion
 * You gain advantage on Animal Handling checks
 * Soul Bond - You are connected with your companion by soul
 * You have a special attack with each other with bonuses
 * If you or you companion dies, one can pass half it's hit points to the other
 * Your companion's attack will count for Target Slayer except for the third attack
 * If you are being attacked and if you're companion can make it, you can call it to half the damage equally
 * Hunter - You hone your skills focusing in combat
 * Close combat - You can choose to attack in melee range as a bonus action.
 * Uncanny Dodge - If you can see that you are being attacked, you can dodge to half the damage.
 * Volley - You are able to shoot multiple arrows at once
 * Number of arrow is equal to d4 + 1
 * Can be in different target a long as they're visible
 * Multiple arrows on 1 target will stack Target Slayer
 * Arcane Archer/Gunslinger - You study magic for your advantage
 * Curving shot - Gain advantage on ranged attack rolls
 * Learn  Ranger Spells 
 * Sharpshooter - You neva miss. Mostly.
 * Critical Shot - Critical rolls are 18 - 20
 * Steady Aim - Gain advantage on ranged attack rolls
 * Extra Attack - You gain an extra attack.
 * You can select a different target or hold it to use another time during the round.
 * If unused until next turn, you lose the extra attack.