---
# System prepended metadata

title: CLASSES
tags: [DEADLY MARCHES]

---

# CLASSES

###### tags: `DEADLY MARCHES`

[toc]

## Fighter
### The Tactician

#### Strategic Mind
You have a particularly sharp mind for tactics, possessing the ability to quickly adapt your stratagem to the flow of battle. With this insight, you can guide your allies, allowing them to position themselves and gain advantage where once there was none.
During combat, whenever a friendly creature that can see or hear you begins their turn within 60 feet of you, you can use your reaction to suggest a tactic to that ally. Your ally gains a Command die, a d6, which they can spend when performing actions in pursuit of your suggested tactic. A suggested tactic must be a specific task such as ‘shove that creature', ‘cast a spell at that ss'ressen', ‘withdraw from melee', or ‘attack that target', not “kill them all” or “win this battle!”.
Once within the next 10 minutes, your ally can add your Command Die to any attack roll, ability check, damage roll, or saving throw made in pursuit of your suggested tactic.
Your ally can wait until after they roll a d20 before deciding to use the Command die, but must decide before the GM says whether the roll succeeds or fails. Once the Command die is rolled, it is lost. A creature can have only one Command die at a time. If your ally does not perform the suggested tactic or is somehow unable to do so, the die is returned to your command die pool after 10 minutes. For example, if you suggest that your ally knock a guard prone, they can only use your Command die on attack rolls or ability checks to knock down the guard. If for some reason that guard is killed or already knocked prone by the time your ally's turn comes up, the die is not spent and returned to your pool.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a short rest.
Your Command die changes when you reach certain levels in the fighter class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
#### Student of History
Once you reach 3rd level you gain proficiency in the History skill. If you were already proficient with History, you add double your proficiency bonus on all ability checks that benefit from your proficiency in the History skill. Tactical Maneuvers At 3rd level you learn three Tactical Maneuvers, from the list presented below. You learn an additional maneuver when you reach 7th, 10th, and 15th level. Tactical Maneuvers are powered through the use of tactical points. Additionally, anytime you gain a fighter level you may switch one of your Tactical Maneuvers for another.
If any of your Tactical Maneuvers requires a saving throw, that saving throw is equal to 8 + your proficiency bonus + Intelligence modifier.
#### Tactical Points
You gain 3 tactical points to power your Tactical Maneuvers. You gain an additional tactical point upon reaching 7th, 10th, and 15th level in the fighter class. You regain all spent tactical points after completing a short or long rest.
#### Tactical Maneuvers
Brutal Ambush: When you and your allies catch an enemy by surprise the results are simply devastating.
When you attack a surprised creature, you may spend 1 tactical point as a reaction to grant all friendly creatures within 30 feet who can hear or see you advantage on their next attack roll before the end of their next turn.
Distracting Strike: With an attack, you draw a creature's attention, allowing your allies to disengage safely.
When you hit a creature with a melee attack, you may spend 1 tactical point to prevent that creature from taking reactions until the end of your next turn.
Hammer and Anvil: You set up a combined attack, trapping your opponent between you and your allies.
As an action, you may make a single melee weapon attack and, if you hit, you may spend 2 tactical points to force that creature to make a Wisdom saving throw. If your target fails, they immediately provoke an opportunity attack from any single friendly creature of your choice that is adjacent to the creature you struck.
Knight's Move: You position yourself and an ally into an advantageous position.
Immediately after making an opportunity attack, you may spend 1 tactical point to allow a single friendly creature within 30 feet who can hear and see you to instantly move 15 feet.
On My Mark: Sometimes it's best to lead by example.
As part of an attack action, you may spend 1 tactical point to grant a single ally within 30 feet who can hear and see you advantage on their next attack roll against the creature you attack.
If your ally successfully hits with this attack they deal an additional 1d6 damage. This damage increases to 1d8 when you reach 5th level, 11th level becomes 1d10 and finally, 1d12 at 17th level.
Rallying Cry: You call upon your allies and inspire them to greater acts of heroism.
As an action, you may spend 2 tactical points to grant all friendly creatures within 60 feet who can hear or see you a number of temporary hit points equal to 1d10 + your Intelligence modifier. These temporary hit points fade away after 1 minute.
Stand your Ground: With a shout, you command your allies to set themselves to receive a charge.
When a creature moves within 10 feet of you or an ally within 30 feet of you, as a reaction you can call out to your allies to be ready for an attack.
You spend 1 tactical point and all friendly creatures within 30 feet who can hear or see you gain resistance against bludgeoning, piercing, and slashing damage from non-magical weapons until the end of their next turn.
Strategic Maneuver: In battle, positioning is everything.
As a bonus action, you may spend 1 tactical point to let a friendly creature within 60 feet who can hear or see you use their reaction to move up to their speed.
Strike the Rod: You can put the fear of a training sergeant into your allies, helping them to shake off lesser fears.
Whenever one of your allies becomes frightened, as a reaction you can help them regain their composure. You spend 1 tactical point and all friendly creatures within 60 feet who can hear or see you can make a new saving throw to shake off any effect which has resulted in the frightened condition.
If the effect that granted the frightened condition does not grant a saving throw, your allies must make a DC: 20 Charisma saving throw to remove the frightened condition.
Tempting Target: By making yourself a target for an attack, you force your opponent to overextend, leaving a perfect opening for your allies.
When you take the Attack action, you may spend 1 tactical point as a bonus action to force a creature within your reach to make a Wisdom saving throw. If your target fails its saving throw, all friendly creatures who saw the attack gain advantage on their next attack roll against your target.
Regardless of the result of the saving throw, if the target attacks anyone other than you during its next turn it suffers disadvantage on their attack roll.
Warning Shout: You warn your allies to dive for cover!
When a friendly creature within 60 feet who can hear and see you is the target of a spell, you can use your reaction to shout a warning to them. You spend 1 tactical point and that creature gains advantage on their saving throw against the triggering spell. If the spell has no save your ally gains resistance against the triggering spell's damage instead.
#### Cry Havoc
At 10th level, when rolling initiative, you may spend 1 tactical point to grant all allies who can see or hear you within 60 feet advantage on their initiative roll. Once this feature is used it may not be used again until you complete a long rest.
#### Crescendo of Violence
Once you reach 15th level any time you score a critical hit you instantly regain a use of Strategic Mind or 1 tactical point (your choice).
#### Tactical Awareness
Upon reaching 18th level if you start combat with no uses of Strategic Mind or no tactical points, you instantly recover one of each.



## RANGER

Level | Class Features | Spells Known | 1 | 2 | 3 | 4 | 5 |
------|----------------|--------------|---|---|---|---|---|
1| Natural Explorer, Favored Enemy, Hunter's Quarry| - | - | - | - | - | - |
2| Fighting Style, Spellcasting| 2 | 2 | - | - | - | - |
3| Ranger Archetype, Primal Awareness, Tireless| 3 | 3 | - | - | - | - |
4| ASI | 3 | 3 | - | - | - | - |
5| Extra Attack | 4 | 4 | 2 | - | - | - |
6| Natural Explorer Improvement, Favored Enemy Improvement,  | 4 | 4 | 2 | - | - | - |
7| Archetype Feature | 5 | 4 | 3 | - | - | - |
8| ASI, | 5 | 4 | 3 | - | - | - |
9| | 6 | 4 | 3 | 2 | - | - |
10| Fade Away | 6 | 4 | 3 | 2 | - | - |


### **Natural Explorer**


### **Favored Enemy**
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: **aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead**. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on **Wisdom (Survival)** checks to track your favored enemies, as well as on **Intelligence checks** to recall information about them.

When you gain this feature, you also learn **one language** of your choice that **is spoken by your favored enemies**, if they speak one at all.

You choose **one additional favored enemy**, as well **as an associated language**, at 6th and 14th level. 

> As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

> ### **Hunter's Quarry**

> NEW

> When you are attacking your favored enemies you can use Hunter's Quarry to get bonus 1d6 damage to your damage rolls against favored enemy. After death of original target you can use your bonus action to transfer Hunter's Quarry to another favored enemy target  You can use this feature number of times equal 1+Wisdom modifier (min 2). You regain all expanded uses after short or long rest.

### **Fighting Style**
At 2nd level, you adopt a particular style of fighting as your specialty. 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.

* Archery
* Defense
* Dueling
* Two-Weapon Fighting
> * Druidic Warrior



### **Spellcasting**

> ### **Spell Versatility**
> 
> 2nd-level ranger feature (enhances Spellcasting)
> 
> Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.

> ### **Primal Awareness**
> You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
> 
> ***Primal Awareness Spells***
> 
> Ranger Level | Spell
> -----|-------
> 3rd	| detect magic, speak with animals
> 5th	| beast sense, locate animals or plants
> 9th	| speak with plants
> 13th |	locate creature
> 17th | commune with nature
> 
> You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

> ### **Tireless**
> As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
> 
> In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

### **Ability Score Improvement**
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

### **Extra Attack**
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **Natural Explorer Improvement**
At 6th level, you gain an additional favored terrain.

### **Favored Enemy Improvement**
At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

> ### **Fade Away**
> 
> 10th-level ranger feature (replaces Hide in Plain Sight)
> 
> You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
> 
> Once you use this feature, you can't use it again until you finish a short or long rest.
### Hunter


Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

#### Hunter's Prey
At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker.

**Colossus Slayer.** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
**Giant Killer.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
**Horde Breaker.** Once on each of your turns 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.


#### Hunter Spells

As any other archetype Hunter receive bonus spells.

Level | Bonus Spells
--|--
3rd | faerie fire
5th | See Invisibility
9th | Haste
13th | Guardian of Nature
17th | scrying

#### Defensive Tactics
At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.

**Escape the Horde.** Opportunity attacks against you are made with disadvantage.
**Multiattack Defense.** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
**Steel Will.** You have advantage on saving throws against being frightened.

### Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

#### **Ranger's Companion**
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a **challenge rating of 1/4** or lower. Add **your proficiency bonus** to the **beast's AC, attack rolls, and damage rolls**, as well as to any **saving throw**s and **skills** it is proficient in. 

Its hit point maximum equals its normal maximum or **five+his con mod** times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

> When you get Beast companion and if it hasn't any saving throw proficiency you can choose one for it - select one from Strength, Dexterity, Constitution or Wisdom saving throws.


The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). 

> You can use your bonus action to verbally command it to take the course of action such as: "Attack", "Guard", "Defend", or "Run". Beast will defend himself by attacking creatures who are attacking beast.

If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

Like any creature, the beast can spend hit dice during a short rest.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

#### Beastmaster's Spells
Level | Bonus Spells
--|--
3rd | Beast Bond
5th | 
9th | haste
13th | dominate beast
17th | awaken
#### **Exceptional Training**
Beginning at 7th level, your beast companion can make **Dash, Disengage, Dodge or Help** action as bonus action. ~~In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.~~

## Ranger variant
Civilization may have entrenched itself upon the Known Lands for millennia, but there are still vast tracts of unspoiled land that few humans or humanoids have ever set foot upon. Rangers are those who feel the tug of wanderlust pushing them to go into these primordial forests and see what no one has ever seen - or at least not for a very long time.
By traveling beyond the comforts of civilization and into the wilderness, you have joined an elite group that call the pristine wilderness their home. There you have learned skills and tricks that others can only dream of, such as tracking a beast that leaves nary a trace or walking across a field of dry leaves without making a sound. Rangers are always traveling and learning about new people and cultures - never happy until they know what's beyond the next hill.

## Class Features
As a ranger, you gain the following class features:

### Hit Points
**Hit Dice:** 1d10 per ranger level
**Hit Points at 1st level:** 10 + your Constitution modifier Hit Points at **Higher levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st 
**Proficiencies Armor:** Light armor, medium armor, shields Weapons: Simple weapons, martial weapons 
**Tools:** Herbalist Kit 
**Saving Throws:** Strength, Dexterity 
**Skills:** Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
### Equipment
You start with the following equipment, in addition to the equipment granted by your background. 
• Choose either the scale mail or leather armor national equivalent
• Choose any two martial melee weapons and two simple melee weapons appropriate to your starting nation
• Choose either a dungeoneer's pack or an explorer's pack
• Choose either a bow or crossbow and a quiver of 20 arrows/bolts
### Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as dark-kin and gar) as your favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them such as their habits or capabilities. Additionally, you gain a +2 bonus on weapon damage rolls against them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. 
The Ranger
Level	Proficiency Bonus	Class Ability
1	+2	Favored Enemy, Natural Explorer
2	+2	Fighting Style, Herb Craft, Quarry (1d6)
3	+2	Ranger Archetype, Skirmisher
4	+2	Ability Score Improvement
5	+3	Extra Attack
6	+3	Favored Enemy, Natural Explorer improvements, Quarry (2d6)
7	+3	Ranger Archetype feature
8	+3	Ability Score Improvement, Land's Stride
9	+4	Natural Explorer improvement
10	+4	Extra Attack (2)
11	+4	Ranger Archetype feature, Quarry (3d6)
12	+4	Ability Score Improvement, Natural Explorer improvement
13	+5	Additional Fighting Style, Herb Craft Improvement
14	+5	Favored Enemy improvement, Vanish
15	+5	Ranger Archetype feature
16	+5	Ability Score Improvement
17	+6	Herb Craft Improvement
18	+6	Feral Senses
19	+6	Ability Score Improvement
20	+6	Foe Slayer
 
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters or groups you have encountered on your adventures.
### Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. 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 become 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.
You choose additional favored terrain types at 6th, 9th, and 12th level.
### Fighting Style
At 2nd level, and again at 13th level, you adopt a particular style of fighting as your specialty. Choose any style from the Fighting Style feature of the fighter class. You can't take a Fighting Style option more than once.
### Quarry
Once you reach 2nd level, you may, as a bonus action, choose one target you can clearly see as your quarry. The creature remains your quarry for a number of days equal to your ranger level or until you choose a new quarry. When tracking your quarry, you gain advantage on all Wisdom (Survival) checks.
Once per turn, when you make an attack against your quarry with a melee or ranged weapon, you deal an additional 1d6 damage of your weapon's type. This extra damage increases to 2d6 at 6th level, 3d6 and 11th level.
Upon reaching 6th level your quarry's movement provokes an opportunity attack from you even if they disengage, and upon reaching 10th level, you may retain your quarry indefinitely or until you select a new quarry.
### Herb Craft
At 2nd level you have acquired a wealth of herbal lore, which becomes quite useful in healing common ailments and treating wounds.
When you forage for food while traveling, you may also gather a number of herbal bundles equal to your proficiency bonus. If you only forage for herbs, you can find an additional 1d6 herbal bundles.
Without a herbalism kit, freshly cut herb bundles will lose their potency within 3 days. You can use a herbalism kit to preserve your harvest, making your herbal bundles last an additional number of days equal your ranger level.
You can store only a number of herbal bundles equal to your level in this class + your Wisdom modifier.
You can use your herbal bundles in the following ways:
Ointment of Healing: As an action, you use 1 or more herbal bundles to apply a healing poultice to a creature. Roll a number of d4's equal to the number of herbal bundles you used to create the poultice (up to a maximum number of bundles equal to your proficiency bonus) and add your Wisdom modifier; the creature you apply the poultice to regains that many hit points. Any creature treated with an ointment of healing cannot benefit from another until they complete a long rest.
The die rolled for your ointment's healing increases as you gain levels in this class, becoming d6's at 5th level, d8's at 10th, and d12's at 15th.
Refreshing Tea: You may prepare a special tea to speed up natural healing. You must use 1 herbal bundle for every six creatures that will drink this tea. Any creature that does so and regains hit points at the end of the short rest also gains an additional 1d6 hit points. This die increases as you gain higher levels, becoming 1d8 at 5th level, 1d10 at 10th, and 1d12 at 15th.
Fortifying Tea: Upon reaching 13th level you learn how to brew a powerful but foul smelling tea. This tea takes 1 hour to brew and uses 2 herbal bundles. Any creature who drinks this tea gains advantage on all saving throws against disease and poison until they complete a long rest.
Restorative Tea: Upon reaching 17th level you learn how to brew a powerful sweet tasting tea. This tea takes 1 hour to brew and uses 5 herbal bundles. Any creature who drinks this tea loses two levels of exhaustion. The tea also ends either any one reduction to one of the creature's ability scores or any one effect reducing the creature's hit point maximum.
Optional Rule: Crafting with Herb Craft At your GM's discretion you can use herbal bundles to craft potions, healing kits, antitoxin, or even poison. Treat each herbal bundle as 10 gp worth of components for such crafting. The time required to craft an item with herbal bundles is reduced by number of days equal your proficiency bonus (minimum of 1 day).
For example, a 10th level ranger could craft a healing potion (50 gp) in 1 day, using 5 herbal bundles. Also at your GM's discretion, items made with herbal bundles may have a temporary lifespan, losing potency after a number of days equal to your proficiency bonus.
### Ranger Archetypes
At 3rd level, you choose an archetype that you strive to emulate. You can choose either the Hunter, Master of the Hounds, or Talon of the Hawk archetypes. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
### Skirmisher
Starting at 3rd level, while in one of your favored terrains you can use the Hide action as a bonus action on your turn. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level.
### Land's Stride
Starting at 8th 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 those created by the entangle spell. 
### Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn regardless of the terrain you are in. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
### Feral Senses
At 18th 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.
### Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
### Ranger Archetypes
On Arcanis Rangers are as varied as the land and the beasts which tread upon it.
### Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting threats, from rampaging gar to towering giants.
Additional Proficiencies: When you take this archetype you gain proficiency with Survival.
#### Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer: When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker: Once on each of your turns 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. 
#### Defensive Tactics
At 7th level, you gain one of the following features of your choice:
Escape the Horde: Opportunity attacks against you are made with disadvantage.
Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will: You have advantage on saving throws against being frightened.
#### Multiattack
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. You make a separate attack roll for each target.
Whirlwind Attack: 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. Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice:
Evasion: When you are subjected to an effect, such as a flame strike or a lightning bolt spell 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.
Stand Against the Tide: When a hostile 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 within range of its attack.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
### Master of the Hounds
While the nobles of the various nations of Arcanis disagree on many things, they almost universally share a passion for one thing: their hounds. Regarded as noble companions and faithful comrades, hunting dogs are a staple around noble estates.
For most this is simply a social hobby, but for a few, their hound becomes much more: a companion, a friend, a brother in all things. These nobles share a deep bond with their animals, often treating them better than they do themselves, or their families.
As this bond strengthens and grows, the Master of the Hounds gains an almost preternatural understanding of their canine companion's abilities, and so long as the two of them are together, they make a formidable foe indeed.
As such almost all rangers who become a Master of the Hounds have some sort of noble upbringing. Many are val, born to their noble titles, but some are humans or other races whose families have attained nobility. Check with your GM if you plan on taking this archetype; they may restrict your choice of background to reflect your noble upbringing.
Additional Proficiencies: When you take this archetype you gain proficiency with Animal Handling.

#### Favored Hound
At 3rd level, you choose one of the many hounds you have raised to become a special companion.
As a special downtime activity that takes 1 month, you can forge a unique bond with a mastiff, making it your favored hound. Your favored hound gains all the benefits of your Animal Companion ability. You can have only one favored hound at a time.
If your favored hound is ever slain, you can forge a new bond with another mastiff, making it your new favored hound. If you use this ability to forge a new bond with another mastiff while your current favored hound is still living, your current favored hound leaves you and is replaced by the new mastiff.
#### Animal Companion
Your favored hound gains a variety of benefits while it is linked to you.
Your favored hound obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its action, decisions, attitudes and so on. If you are incapacitated or absent, your favored hound acts on its own.
When using your Natural Explorer feature, you and your favored hound can both move stealthily at your normal pace.
Your favored hound adds your proficiency bonus to its Armor Class, Attack rolls, saving throws, and damage rolls.
Unless already proficient, your favored hound gains proficiency with Perception and Survival and with all saving throws.
For each level you gain after 3rd, your favored hound gains an additional hit die increasing their maximum hit point by half the hit die +1 + their constitution modifier. (an animal with a d8 hit die would have their maximum hit points increased by 5 + their constitution modifier for each hit die they gained).
Whenever you gain the Ability Score Improvement class feature, your hound's abilities also improve. Your favored hound 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 favored hound can't increase an ability score above 20 using this feature.
Finally, any time you use your ointment of healing on your favored hound, they regains three times the amount of hit points they normally would.
#### Hunter's Companion
At 5th level, the bond between you and your hound strengthens even more. When you and your favored hound are within 10 feet of each other, your favored hound benefits from your Skirmisher, Land's Stride, and Vanish class features. Your favored hound has the same favored terrain as you do.
Additionally, your favored hound gains your bonus to tracking while tracking a creature designated as your quarry or a favored enemy.
Unwavering Devotion
At 7th level, your favored hound trusts you implicitly and will not turn against you. While your favored hound can see you, they are immune to the charmed and frightened conditions.
#### Hamstring
At 11th level, you and your favored hound learn how to fight together and coordinate your attacks to strike foes where it hurts. Once per turn, you can deal an extra 1d10 damage to one creature you hit with an attack while both you and your favored hound are adjacent to it.
#### Head of the Pack
At 15th level, you and your favored hound can understand each other on an instinctual level.
Any time your favored hound is adjacent to you and the target of a melee attack you may use your reaction to quickly shift places with your hound, redirecting the attack to yourself.
Your favored hound can use its reaction to make an opportunity attack on the creature that triggered this feature. 
### Talon of the Hawk
Within the secret society known only as the Sanctorum of the Arcane, there exists a smaller, even more secret sect called the Hawk. All know of its existence, yet its members remain shrouded in mystery. If there is anything that will make a Harvester reconsider their plans, it is the golden hawk pin that these rangers use to signify their allegiance.
Talons of the Hawk train hard and study the Harvesters' own techniques to better combat them. They have sworn that one day they will wipe the Sorcerer King from the face of the land. One day, mages will be free to reveal themselves. Until then, the Hawk shall not sheathe its talons.
Additional Proficiencies: When you take this archetype you gain proficiency in Arcana.
Race Restrictions
You must possess the ability to be an Eldritch or Elder spell caster.

#### Spellcasting
Beginning at 3rd level you start to learn how to cast a small number of arcane spells. You also learn how to manipulate the power of Creation and bend it to your will.
#### Arcane Flexibility
You gain 1 arcane point and gain more arcane points as you reach higher levels in this class, as shown in the Arcane Points column of the Talon of the Hawk table. You can never have more arcane points than shown on the table for your level. You regain all spent arcane points when you finish a long rest.

#### Cantrips
You know two cantrips of your choice from the eldritch
sorcerer spell list, or from the elder sorcerer spell list if you are capable of learning the Elder Tradition. You learn an additional cantrip once you reach 11th level.
##### Metamagic
One of the first lessons you were taught was how to properly hide your spell casting. You gain the Subtle Spell Metamagic option.
You gain an additional Metamagic option at 11th level and again at 15th level.
You can only use one Metamagic option on a spell when you cast it, unless otherwise noted. 
Talon of the Hawk
Ranger
Level	Arcane
Points	Cantrips
Known	Spells
Known	-Spell Slots per Spell Level-
				1st	2nd	3rd	4th
3	1	2	2	1	--	--	--
4	1	2	2	2	--	--	--
5	2	2	2	3	--	--	--
6	2	2	3	3	--	--	--
7	2	2	3	4	1	--	--
8	3	2	3	4	1	--	--
9	3	2	3	4	2	--	--
10	3	2	3	4	2	--	--
11	4	3	4	4	3	1	--
12	4	3	4	4	3	1	--
13	4	3	4	4	3	2	--
14	5	3	4	4	3	2	--
15	5	3	5	4	3	3	1
16	5	3	5	4	3	3	1
17	6	3	5	4	3	3	2
18	6	3	6	4	3	3	2
19	6	3	6	4	3	3	3
20	7	3	6	4	3	3	3

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the eldrich sorcerer spell list. You can only select spells from the elder sorcerer spell list instead if you are capable of learning the Elder Tradition.
The Spells Known column of Talon of the Hawk table shows when you learn more Talon of the Hawk spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Talon of the Hawk spells you know and replace it with another spell from the Talon of the Hawk spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
If you choose your Talon of the Hawk spells from the elder sorcerer spell list, your spellcasting ability is Intelligence. If you choose your Talon of the Hawk spells from eldritch sorcerer spell list, your spellcasting ability is Charisma. You use your Intelligence or Charisma whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a Talon of the Hawk spell cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your spellcasting ability modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Talon of the Hawk spells.
 Spell Slots
The Talon of the Hawk table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st- level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
#### Instinctive Counterspell
At 3rd level, you can cast counterspell once without expending a spell slot, and regain the ability to do so after finishing a short or long rest.
#### Mage Slayer
At 7th level, while engaged in combat with spellcasters, you know the best moment to strike. Any time a creature casts a spell within your reach they provoke opportunity attack.
#### Combat Caster
At 11th level you have learned how to combine weapons and spells to devastating effect. When you take the Attack action you may cast a cantrip as a bonus action.
#### Enhanced Counterspell
At 15th level, you have become adept at rapidly gathering power to quickly interrupt spells. Any time you are required to make an ability check to successfully dispel or counter a spell, you may add half your proficiency bonus to the ability check. 


## Rogue

### Minstrel
There have always been those who understand the power of performance through words in poetry, song, stories, and speeches. Minstrels perform as musical entertainers. Storytellers chronicle the deeds of legends as tales. Orators deliver rousing speeches with persuading rhetoric. Poets use the art of wordcraft to describe ideas and scenes. You have a range of diverse knowledge and an understanding of social skills, and as an entertainer and sage you are often welcomed and offered hospitality in exchange for a few tales.
#### Performer
When you choose this archetype, you gain skill proficiency in Performance. You also gain two of the following tools proficiencies of your choice: disguise kit, forgery kit, ink pen, gaming set, musical instrument (may choose two games or instruments).
If you are already proficient in Performance, you double your proficiency bonus on ability checks with that skill or when using that tool.
#### Inspiring Words
Beginning at 3rd level, you learn how to inspire the best in others. Maybe you tell your ally the story of a conquering hero in a similar situation, relate a parable appropriate to the situation at hand, deliver a motivational speech, recite rousing poetry, or sing a moving song.
To inspire your ally, you must use a bonus action and  
choose a friendly creature within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.
Once within the next 10 minutes, the inspired creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but they must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Your Inspiration die changes when you reach certain levels in the rogue class; the die becomes a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.
#### Song of Rest
Also beginning at 3rd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest.
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level Jack of All Trades
Upon reaching 9th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
#### Countercharm
At 13th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn.
During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
#### Silver-Tongued
At 17th level, you have learned how to talk your way out of almost anything. As an action, you speak to a creature and force them to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). Your target must be able to understand you and they have advantage on their saving throw if you or your companions are fighting it. If your target creature fails, they are charmed by you for 1 minute or until they take any damage.
The creature can make another saving throw if they are asked to do something they would not normally do (e.g., “let us in; no one will know”). Once this effect ends, if the creature was forced to do something it would not normally do, it may make another Wisdom saving throw to realize something was affecting its mind, at which point it will become hostile.
You may use this ability a number of times per day equal to your Charisma modifier (minimum 1). You regain all expended uses after completing a long rest.
