Night Guard Aspirant You gain +5 to your maximum hitpoints / +1 Constitution / Skill: Perception
Dolten - You gain a +3 bonus to saving throws vs. Fear effects./ +1 Wisdom
Dark Vision
Menacing
Relentless Endurance - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
Savage Attacks - When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Corruption - You have disadvantage on perception checks made in the sunlight.
Half Orc
Languages: Common, Orc, Sylvan
Quartermaster +5 HP
World Wanderer Attribute Cap Increase (Constitution +2; This boosts the maximum of an ability score but not the score itself.)
Tool Proficiencies – Ranger Stones, cartographer's tools, Smith's tools
Danger-sense
Level 4 ASI +1 Str/Con
Totem Warrior (Bear): While raging you have resistance to all damage except psychic damage.
Fast Movement - 40 Movement Speed.
Extra Attack - 2 Attacks when making an attack action
Fighting Style -Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind - You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Primal Surge - (Loyalty 2) As a bonus action, you heal yourself 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.
Action Surge: When you reach at second level you can or should push your limits for a while. When it will be your turn you may take one additional action.
But when you use this function you will have to take rest to start again or use it again. When you would reach at 17th level you will be able to use it twice before rest.
Improved Critical
Beginning when you choose this archetype at 3rd Level, your weapon attacks score a critical hit on a roll of 19 or 20.
Level 9 Feat: Battle Reborn
Your adventures have taken you to the brink of death more times than your scars would admit, and your resilience when in danger has increased greatly. You gain the following benefits:
You have advantage on death saving throws.
While you are below half your hit point maximum (round up), you gain +1 to saving throws, attack rolls, and AC.
If your Relentless Endurance is activated or the unconscious condition is removed from you during a combat encounter, you gain +5 temporary hit points, and you have resistance to all damage until the start of your next turn.
Level 11 Feat: Master Enchanter
You can craft magical tools, up to a +bonus equal to half your proficiency. Only you know how to use them while you have this feat.
You can add a second special attunement to a magic item.
You can spend up to 500 gp with a crafting day to progress any magic item blueprint of yours by half the spent amount. You spend this gold in increments of 100. Progression in this way doesn't destroy items for simultaneous item progression, and these rates spent for the crafting day are unaffected by all crafting progression modifiers. You cannot use this feature again until the next weekly reset.
Loyalty 3: Your Ranger training has granted you an advantage on Survival checks made to track humanoids.
Loyalty 5: Your time spent in the wilderness has enabled you to survive without the aid of civilization. You are able to scavenge for food in even the most desolate places and can find enough food and water to feed yourself and two other creatures while foraging.
Loyalty 7: Your training in traveling the roads, and off them to protect the travelers, grants you the ability to ignore nonmagical difficult terrain.
Loyalty 9: Your understanding of Nature and its impact has grown much since you have joined the Wanderers. You gain proficiency in Nature and Survival. If you already possess proficiency in Nature and/or Survival you instead gain a +2.
Loyalty 11: You have reached the peak of your training, and only truly following the path of the Ranger will take you farther with it than you are now. You gain the ability to cast the Beast Bond and Water Breathing spell once per long rest.
Remarkable Athlete:
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Champion of the Bright
:
Whenever you would critically hit an enemy, all adjacent enemies to you, must make a DC 20 Constitution saving throw or be blinded for 1 round.
Class/Racial Features & Traits