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Ranger

Explorer

Whether it be snatching golden idols, recovering lost artifacts, or crawling through a dungeon, the Explorer Enclave is the top choice for many employers. To most a trap spells trouble, to an Explorer Ranger it’s a treat. Some are driven by wanderlust and others by the idea of immense wealth. (This is a HIGHLY specialized subclass that is not suitable for every adventure, consult your DM before choosing this subclass)

Level Spells
3Identify
5Locate Object
9Dispel Magic
13Leomund’s Secret Chest
17Legend Lore

Subclass Features

Lv 3

Trap Master

You have sharp eyes and a deft touch. You are invigorated when you spot and disarm traps. You gain the following benefits due to your hard work

You have Expertise in Investigation checks.

Your training gives you proficiency in Sleight of Hand Checks.

You are proficient in Thief's Tools and apply twice your Proficiency Bonus when disarming traps.

When you succeed in detecting a trap you gain temporary hit points equal to your WIS modifier.

When you successfully disarm a trap you become Inspired.

Puzzle Master

Your head is constantly analysing patterns and hidden meanings. You have advantage on Insight checks on puzzles, codes, and other intellectual obstacles.

Conclave Spells

Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 7

Evasion

Your quick footwork and thinking in the face of traps gone wrong lend its way to your defense. When you are subjected to an effect that allows you to make a DEX 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.

Magic Knack

Nothing is worse than recovering a fun magic item and not being able to use it. You can attune yourself to any magical item, ignoring any attunement requirements. You can only have one item attuned this way at a time.

Lv 11

Dungeon Walk

A Sigil with a design of your choice is created when you learn this feature. You can place it on a surface that is at least one foot of semi flat area. The Sigil draws power from magical areas such as dungeons, holy places, or places where planes converge. You can place one as an action. Each Sigil is connected and can be placed up to one mile from another Sigil. You and those you designate can use these Sigils once per short rest to move to a different Sigil in place or by recharging them using a second level spell slot or higher. You can have Sigils up to your WIS modifier (Minimum 2) in place. These Sigils last for days equal to your WIS modifier (Minimum 1) and can be renewed or dismissed as a bonus action as long as you are within 10 ft of one.

Innate Luck

Your belief that you are the star of your own story gives you the Lucky Feat that you may succeed in every circumstance. The Lucky Feat gained this way gives you 6 Luck Points.

Lv 15

Find a Way

When you are stuck between a rock and a hard place you always manage to make things work out. When you fail a D20 check you can use your reaction to turn it into a success.

You can use this feature once per long rest.

Superior Magic Knack

You work hard to make sure that you can use the items that you find. You can attune to an additional item using your Magic Knack feature.