|Mark Prey, Natural Explorer
|2, Exposure, Fighting Style
|2, Ranger Archetype
|2, Ability Score Improvement
|3, Ranger Archetype Feature
|3, Wild Intuition
|3, Ranger Archetype Feature
|3, Ability Score Improvement
|4, Free Spirit
|4, Survival Instincts
|4, Ranger Archetype Feature
|4, Ability Score Improvement
|5, First Aid
|5, Uncanny Predator
|5, Ranger Archetype Feature
|5, Ability Score Improvement
|6, Feral Senses
|6, Survivor's Talent
|6, Ability Score Improvement
|6, Legendary Predator
Mark Prey Level: 1
At 1st level, you can use a bonus action to mark a creature you can see within 90 feet of you. You deal an extra 1d4 damage to your prey whenever you hit it with a weapon attack and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can not mark another creature until the one you have marked falls unconscious (or dies) or you finish a short rest (which removes the mark from the current creature).
At 5th level your damage die against your prey turns into a d6. At 11th level, it turns into a d8. At 17th level, it turns into a d10.
Natural Explorer Level: 1
At 1st level, you are an experienced traveller and have encountered many dangers while travelling across multiple landscapes. You gain all of these bonuses anytime you are travelling in natural landscapes for more than an hour:
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.
- When you forage, you find twice as much food as you normally would.
- You have advantage on Wisdom (Perception) to notice any volatile changes in the environment such as future bad weather, natural disasters, or large non-magical disturbances
- Difficult terrain doesn’t slow your group’s travel.
- If you are travelling alone, you can move stealthily at a normal pace.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Exposure Level: 2
At 2nd Level, you have experienced several life threatening encounters on your travels. You gain advantage on Constitution saving throws against non-magical effects. Additionally, you innately know what the source of the Constitution saving throw is.
The second part of this feature was included so that the ranger could not only resist elements and poisons, but know what is causing the saving throw. For instance: The ranger would know if the blizzards saving through was a natural blizzard or a sign of a white dragons lair.
This feature is fine without the ability to know the source of the saving throw, if removing it would be preferred by the DM. It is mainly there to add more flavor as a survivalist.
Fighting Style Level: 2
At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ranger Archetype Level: 3
At 3rd level, you choose what archetype you wish to pursue. The archetypes for the Ranger each have different goals, but all relate to the desire to overcome nature. You gain an Archetype feature at levels 3, 5, 7, 11, and 15.
Wild Intuition Level: 6
Starting at 6th level, you are aware of your surroundings at all times, and are quick to act when exposed to sudden change or danger. You gain the Following Benefits:
- You ignore difficult terrain
- You have advantage on initiative rolls.
- When you are subjected to the effect of a trap that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Free Spirit Level: 9
Starting at 9th level, you have advantage on any saving throw to resist an effect that would knock you prone or restrain you. In addition, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) rolls to escape a grapple.
Survival Instincts Level: 10
Starting at 10th level, your natural instincts have been heightened enough that you become aware of danger before anyone else. When you roll initiative you gain a special turn that takes place before other creatures can act. On this turn you can use your action to take the Dash, Disengage, Dodge or Hide action only.
If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.
If you would normally be surprised at the start of an encounter, you are not surprised, but your action in the surprise round can only be the Dash, Disengage, Dodge or Hide action.
First Aid Level: 13
At 13th level, you have learned how to mend wounds and illnesses while traversing the wilderness with minimal supplies. When you take a short rest you can heal yourself or another willing creature by caring for its wounds.
At the end of the short rest the creature heals for 2d10 + your Ranger level in hit points and is cured of one of the following conditions: Blinded, Deafened, Paralyzed, Petrified, or Poisoned.
Uncanny Predator Level: 14
At 14th level, your ability to hunt and track your prey gains supernatural potency. As an action you can make yourself blinded and deafened, and instead see and hear through your prey’s senses. While sensing through your prey’s senses, you must succeed a DC 15 Constitution saving throw every minute after the first. On a fail, you return to your own senses, and your prey is no longer marked.
After using this feature you must complete a short rest before you can use it again.
Feral Senses Level: 17
At 17th 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. In addition, invisible creatures do not gain advantage on attack rolls against you due to being invisible.
Survivor's Talent Level: 18
At 18th level, you have become toughened from the environment and the dangers that you face in the wilds. At the beginning of your turn, you may choose to gain temporary hit points equal to your Constitution modifier (minimum of 1) as long as you are not incapacitated.
Legendary Predator Level: 20
At 20th level, your ability to attack and trail your prey becomes unparalleled. You are invisible to your prey, however if your prey is cable of seeing invisible creatures they remain able to see you. This invisibility remains until your pray falls unconscious or dies. If you mark a new target as your prey, your previous prey would then be able to perceive you perfectly fine.
As a bonus action, you may choose to become visible or invisible to your prey.
The beast master is a path for those who form deep, meaningful connections with a companion animal. This connection is usually formed through happenstance, not from a hunt. Saving the animal from a grizzly fate, working together for a mutual goal, sharing a dinner out in the wilds. The ranger must show compassion and kindness to the animal, and over time the bond if formed. The animal is the one who must open themselves up to the bond, and no animal can be forced into the bond.
Companion’s Bond Level: 3
At 3rd level you are able to tame a beast as a companion, forming a powerful bond between you and that beast for as long as you both will live. This bond is normally formed by the beast and you connecting on a deep level, such as saving the beast’s life, or aiding the beast on it’s own important journey. After such a task, the beast may want to journey with you, thus willing the bond. This bond changes the creature you bond with on a very fundamental level, changing what their gameplay statistics are, and possibly what sort of actions or features they possess. In this process, the companion begins to grow alongside you.
While your companion is bonded to you, you can communicate with your companion by speaking. Your companion will understand what you say and speak to them, as long as the companion could reasonably understand the content of the message (You can tell a dog that the food is poison, for instance, but it wouldn’t understand you telling them about economy).
This bond is unbreakable, even in death. So long as either you or your companion are alive, the bond remains, preventing you or the companion from forming a bond with any other creature. This depth of a bond has multiple potent effects, listed here:
- You can bring your companion back to life as long as you have a part of its body. You can perform a ritual, requiring 100gp worth of herbs, oils and wood which must burn the body of your companion over the course of 8 hours, until the fire subsides and your companion raises from the ashes.
- As long as your companion is alive, a part of you remains within them even in your death. A creature with True Sight would see a ghostly apparition of you walking beside your companion. Further, your companion can be the target of the following spells, and they will effect your character as if they were casted upon your fully intact corpse: Speak with Dead, Raise Dead, Resurrection, True Resurrection.
Your companion has it’s own level, which is always equal to your ranger level. Your companion has it’s own hit dice which it can expend to recover, and gains hit points as it levels. In addition, your companion has it’s own proficiency based on its level. Your companions proficiency applies to any saving throws or skills which it is proficient with, attack rolls with it’s attacks, and to your companion’s Armor Class.
Whenever you gain the Ability Score Improvement class feature through the ranger class, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion rolls it’s own initiative and will act as you command it to, or what it believes to be the best if it is unable to see or hear you. Your companion acquires the same alignment as you have, and has the same ideals and beliefs. Unless instructed otherwise, your survival is the main priority of your companion, and it will attempt to keep you alive above all else.
To determine the statistics and features that your companion has, you need to determine three things about your companion. What type of beast is it, what size is it, and what is the beasts temperament. These answers should best match the type of companion that you have, and isn’t meant to morph or change the companion (For instance, if you bond with a Panther, you shouldn’t choose the Venomous temperament).
You can see what statistics or features your companion gains based on these choices at the end of this section. Below are some examples of possible animals and the choices that would match well.
- Bear. Large Mammal, with the Guardian or Brutish temperament.
- Octopus. Small Fish, with the Slippery temperament.
- Spider. Small, Medium, or Large Insect, with the Ambusher or Venomous temperament.
- Giant Owl. Large Avian, with the Ambusher temperament.
- Bat. Small Mammal, with the Airborne temperament.
- Moose. Large Mammal, with the Charger temperament.
- Eagle. Small or Medium Avian, with the Charger temperament.
- Crocodile. Large Reptile, with the Ambusher temperament.
- Baboon. Medium Mammal, with the Brutish temperament.
- Platypus. Small Mammal, with the Venomous temperament.
- Cobra. Small Reptile, with the Venomous temperament.
- Dog. Small or Medium Mammal, with the Pack/Hive Mentality temperament.
- Otter. Small Mammal, with the Waterborne temperament.
- Dolphin. Medium Mammal or Fish, with the Waterborne or Pack Mentality temperament.
- Shark. Medium or Large Fish, with the Brutish or Charger temperament
- Armored Beetle. Small or Medium Insect, with Guardian temperament.
- Giant Ant. Medium Insect, with the Pack/Hive Mentality temperament.
- Giant Tortoise. Medium Reptile, with the Guardian temperament.
Coordinated Attack Level: 5
Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reactions to make a melee attack.
Companion Commands Level: 7
Starting at 7th level, your battlefield awareness and connection with your companion grows greater. You gain the ability to send your companion messages and orders as a reaction known as Commands. In order to issue a command to your companion, your companion must be able to hear you, and you must be able to see your companion.
You gain the following Commands which can be issued to your companion:
- Cover. When a creature within 5 feet of your companion takes damage from an effect or attack which only targets that creature, you can use your reaction to have the damage redirected to your companion.
- Dodge. When a creature makes an attack roll against your companion, you can use your reaction to increase the Armor Class of your companion by 5 against that attack roll.
- Distract. When a creature makes an attack roll against another creature within 5 feet of your companion, you can use your reaction to have your companion distract the target, providing advantage on the attack roll.
- Assist. When a creature makes a skill roll within 5 feet of your companion, you can use your reaction to have your companion assist the creature, providing advantage on the skill roll.
- Resist. When your companion has to make a saving throw, you can use your reaction to give your companion advantage on the saving throw.
Companion Embodiment Level: 11
At 11th level, you gain a strong connection to your companion which allows you to inherit the nature and combat styles of your companion. You gain two features based on which type and temperament your companion is.
The following shows what creature types will provide which features.
- Mammal: Vigorous
- Avian: Bypass
- Insect: Hard to Squash
- Reptile: Camouflage
- Fish: Darkvision
The following shows what temperaments will provide which features.
- Ambusher: Ambush
- Charger: Hasty
- Guardian: Healthy
- Brutish: Finishing Blow
- Slippery: Rapid Freedom
- Pack/Hive Mentality: Pack Bravery
- Venomous: Immunity
- Airborne: Flawless Landing
- Grounded: Overrun
- Waterborne: Iron Lungs
Command Mastery Level: 14
At 15th level, you have developed a mastery of commands to issue to your companion and you have learned how to evoke your companion’s primal energies with a proper call. You gain an additional reaction each round. This reaction can only be used to make a Companion Command.
The type of beast your companion is will determine the statistics, movement speed, and a few featured that your companion will possess. Remember that any reference to ‘you’ in this section refer to the companion, not to the ranger.
Vigorous. Whenever your Hit Points are reduced to 0, you can make a Constitution saving throw with a DC equal to 10 + the damage taken. On a successful saving throw you are reduced to 1 Hit Point instead.
Empathic. You have advantage on Wisdom (Insight) checks.
|10 ft., Fly 60 ft.
Bypass. Creatures have disadvantage on Attacks of Opportunity against you.
Perceptive. You have advantage on Wisdom (Perception) checks.
Free Roaming. Creatures are not able to use you as a mount in combat.
|30 ft., Climb 30 ft.
Hard to Squash. Whenever you succeed on a Constitution saving throw you can choose to gain 1d8 + your Constitution modifier in temporary hit points..
Spider Climb. can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|25 ft., Swim 25 ft.
Camouflage. Creatures have disadvantage on Wisdom (Perception) checks to detect you.
Deadly Grasp. Whenever you successfully grapples another creature you deal bludgeoning damage equal to Strength modifier. In addition, whenever you attack a creature you have grappled, you have advantage on the Attack Roll.
|Swim 40 ft.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray..
Blood Frenzy. You have advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Water Breathing. You can only breathe underwater.
A companions size will modify the base statistics of the companion, as well as determining the size of the companions hit die.
|Hit Die Size
Regardless of the type or size of the beast, the beast has two attacks. The exact attacks can be dwetermined based off of the physical build of the beast, however the attacks should related to natural weapons or options the creature would have, such as a bite, claw, tentacle, or stomp. Once you have chosen your attacks, the attack itself is simple to calculate.
- The attack roll is made with 1d20 + the beasts strength modifier + the beasts proficiency
- All Attacks deal 1d8 damage + the beasts strength modifier
- The damage type can be either piercing, slashing, or bludgeoning, depending on what makes the most sense
The beast can only make a single attack, it can not attack with both attacks, but it can freely use either for it’s attack.
Ambush. The reach of your melee attacks is increased by 5 feet when making an attack roll with advantage. In addition, once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll.
Stealthy. You can use the Hide action as a bonus action.
Hasty. Your movement speed is increased by 10 feet.
Charge. If you move at least 15 feet straight toward a creature and then hit it with a melee weapon attack on the same turn you can use a bonus action to perform a charge against the creature. If you choose to do so, you may attempt to grapple or shove the target as a bonus action.
Healthy. Your hit points are increased by 1 per level.
Lick Wounds. While you have no more than half of your hit points left you can use a bonus action to recover any amout of hit points equal to your Constitution modifier (minimum 1).
Finishing Blow. After you damage a creature, if that creature has less than 5 hit points remaining, it dies.
Thrash. When you take the Attack action on your turn, you can use a bonus action to make a thrashing attack. This attack is an unarmed strike which deals damage equal to 1d4 + your Strength modifier in bludgeoning damage.
Rapid Raise. When you are prone, standing up only uses 5 feet of movement.
Quick Escape. You can use a bonus action to end any effect that would grapple or restrain you. Then, if the condition was caused by a creature within 5 feet of you, you can attempt to grapple it as part of this bonus action.
Pack / Hive Mentality
Pack Bravery. You are immune to fear and charm while there is one of your ally within 5 feet of of you and the ally isn’t incapacitated.
Pack Help. You can use the Help action as a bonus action.
Immune. You gain Resistance to Poison damage and have immunity to the Poisoned Condition.
Poisoned Strike. When you hit a creature on your turn with a melee weapon attack you can use your bonus action to turn the attack into a poisoned strike. If you do so, the target must succeed a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or become poisoned until the end of its next turn. While poisoned in this way the creature’s movement is reduced by 10 feet.
Airborne (Non-Avian Only)
Flawless Landing. Whenever you take fall damage, the damage is reduced by 20 points as long as you are not restrained.
Flying. You gain a flying speed of 30 feet. As well, you can use a bonus action to disorient a creature within 5 feet of you. If you choose to do so the creature must succeed a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or have disadvantage on all saving throws until the end of its next turn.
Grounded (Avian Only)
Overrun. When you take the dash action, you can move through the spaces of creature that are of equal size or smaller than yourself, even if they are hostile, without expending additional movement.
Grounded Speed. Your movement becomes 40 feet, and you lose any flying speed you might have. As well, you can take the Dash action as a Bonus Action.
Waterborne (Non-Fish Only)
Diver. You can hold your breath for up to 30 minutes, and you gain a swimming speed of 30 feet.
Suffocate. After you hit a creature with a melee attack roll you can use a bonus action to knock the wind from them. If you choose to do so, the target must succeed a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus) or they run out of breath and begin to suffocate if they are unable to breathe (as per the suffocation rules on page 183 of the Player’s Handbook). As well, if the target is concentrating on a spell, the saving throw to maintain concentration is made with disadvantage.
By taking the path of an elementalist the Ranger seeks to become one with the elements around them. Drawing from the natural magics of the wilds, you can create elemental storms and imbue weapons with the fury of nature. The Elementalist is a force of the natural world.
Energy Points Level: 3
Beginning at 3rd level, you have a strong connection to the land represented by your Energy Points. Your have an Energy Points equal to your Ranger level, and recover all of your Energy Points on a long rest. Your Energy Points are used to fuel your Elemental abilities.
Saving Throws. Some of your elemental features require a creature to make a saving throw to resist the emental features effects. The saving throw DC is calculated as follows:
Elemental Save DC = 8 + your proficiency bonus + your Wisdom modifier
Your Elemental abilities have variable effects based on what environment you are within when the ability is used. You can consult the Following Table for your current elemental Damage Type, which will be referenced within your elemental features as elemental damage.
- Arctic: Cold
- Coast: Lightning
- Desert: Fire
- Forest: Poison
- Grassland: Lightning
- Mountain: Cold
- Swamp: Poison
- Underdark: Acid
- Urban: Thunder
Essence of the Land Level: 3
Beginning at 3rd level, you can manipulate the elements to create effects from the terrain around you. To channel from the terrain you are within requires 2 Energy Points, whereas channel from a terrain you are not within requires 3 Energy Points.
Choose a point within 90 feet of yourself that you can see. You cause an elemental storm to appear, matching the environment that you are channelling. This elemental storm has a 15 foot radius from the chosen point and causes the area to become lightly obscured.
Whenever a creature first enters the elemental storm on its turn or begins its turn within the storm the creature must make a Constitution saving throw or take 3d8 + your Wisdom modifier in elemental damage on a failed save, or half as much elemental damage on a success. You are immune to the effects and damage of your own storm.
While this storm rages, you can use a Bonus Action to move the storm 10 feet in any direction. This effect remains for 1 minute. You must maintain concentration on the elemental storm as if concentrating on a spell in order to keep the storm active. The elemental storm can be dispelled or countered, as if the storm was a spell cast using a spell slot equal to one third of your Ranger level (rounded down).
To determine any added effects that occur whenever a creature fails this saving throw look below for the element of the storm.
Arctic – Biting Cold.
A whirlwind of snow and ice begins circling your area of choice. All creatures in the area that fail their Constitution saving throw cannot perform somatic components to spells or interact with objects until the beginning of their next turn.
Coast – Drench.
A heavy thunderstorm begins to pour down on your area of choice. All creatures in the area that fail their Constitution saving throw become drenched in water, they do not add their Strength or Dexterity modifier to their damage rolls until the beginning of their next turn.
Desert – Sandstorm.
A whirlwind of sand to begins circling your area of choice. All creatures in the area that fail their Constitution saving throw become blinded until the beginning of their next turn.
Forest – Choking Spores.
A flurry of spores erupt in the area, exploding on impact into a fine dust. All creatures in the area that fail their Constitution saving throw begin hacking and coughing violently, making them unable to speak, use verbal components to spells, and gaining disadvantage on Ranged attack rolls until the beginning of their next turn.
Grassland – Twister.
A powerful and loud wind fills the area, crackling with static energy. All creatures within the twister are considered Deafened. All creatures in the area that fail their Constitution saving throw become disoriented and fall prone.
Mountain – Frigid Mist.
A cold mist fills the area, coating everything in frigid dew, and dropping the temperature to below freezing. All creatures in the area that fail their Constitution saving throw have their movement reduced by 15 feet on that turn.
Swamp – Miasma.
A thick toxic gas envelops your area of choice. All creatures in the area that fail their Constitution saving throw become poisoned until the beginning of their next turn.
Underdark – Acid Rain.
A light black rain falls down within the area, singeing organic matter and releasing a burning smell. All creatures in the area that fail their Constitution saving throw have disadvantage to maintain Concentration on spells, and can not take the Dash action until the beginning of their next turn.
Urban – Clamorous Visions.
A thick fog filled with sounds and visions of other creatures envelops the area of choice. All creatures in the area that fail their Constitution saving throw become distracted by these visions and are unable to perform reactions until the beginning of their next turn.
Surging Elements Level: 5
Starting at 5th level, your connection to the elements aids your weapon. You can use an action to perform an Elemental Surge. As part of this action you must make an attack roll using a weapon against a creature within your range. On hit, the target suffers the attacks normal effects, and you cause an elemental surge, which channels your current terrain, to begin at the targets location.
As part of the elemental surge you can choose up to 2 different creatures within 5 feet of your target, including the target itself. Those creatures must succeed a Constitution saving throw, or take 1d8 + your Wisdom modifier in elemental damage. If the target is within your elemental storm, this effect can target any other creature within the storm in addition to any creature within 5 feet of your target.
You may expend any number of Energy Points in order to increase the number of creatures you can choose by your elemental surge by an equal amount.
Embody the Land Level: 7
Beginning at 7th level, you have gained a stronger connection to the elements around you. So strong is this bond that you begin to take on the traits and characteristics of the environment you are within. You gain resistance to the damage type that matches the terrain you are currently in.
Imbue with Elements Level: 11
Beginning at 11th level, you can channel the elements of the natural world around you directly into your weapons. Whenever you hit a creature with a weapon attack, you can choose to channel the terrain and expend 1 Energy Point to deal an additional 2d8 elemental damage. To channel from a terrain you are not within requires 2 Energy Points.
Land Lore Level: 15
Beginning at 15th level, you have been given the boon of the lands, who guide you on your many journeys and quests. Your Wisdom increases by 4, and your maximum wisdom is increased to 24.
As the hunter you see the vast wilds and the dangers of the world not as a threat, but a challenge. Whether it is overcoming great giants, hordes of goblins, or your elusive prey, it is just another trial for you to hone your skills. You know that a hunter who is not prepared for whatever he encounters is one who will not last long.
Offensive Tactics Level: 3
At 3rd level, you gain the following features, but you can only use one of the features each round.
Maime Prey. When you hit your prey with a weapon attack, you deal an additional two Predator’s Damage Die to the creature.
Hordebreaker. When you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Accurate Killer. You can apply your Wisdom modifier to an attack roll that you make.
Extra Attack Level: 5
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Reactive Tactics Level: 7
At 7th level, you gain the following features, but you can only use one of the features each round.
Predator’s Defense. When your prey hits you with an attack you can use your reaction to half the damage done.
Stand Against the Tide. When a creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Savvy Defender. When a creature makes an attack roll against you, you can use your reaction to apply your Wisdom modifier to your AC against the attack.
Multiattack Tactics Level: 11
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Defensive Tactics Level: 15
At 15th level, you gain one of the following features of your choice.
Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Horde Defence. Your AC is increased by 1 for every hostile creature within 5 feet of you to a maximum of 4.
Strong Resolution. You gain proficiency with Wisdom saving throws.