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| [[Ranger#Gloomy Mark|Gloomy Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can lower the target's Initiative Score when you deal this Damage | | [[Ranger#Gloomy Mark|Gloomy Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can lower the target's Initiative Score when you deal this Damage | ||
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| Dread Ambusher || 3rd || | | Dread Ambusher || 3rd || You add your Wisdom Modifier to your Initiative Rolls, and you're faster and deal more Damage at the start of combat | ||
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| Umbral Sight || 3rd || | | Umbral Sight || 3rd || You get Darkvision and are harder to see for creatures that only have Darkvision | ||
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| Iron Mind || 7th || | | Iron Mind || 7th || You get Proficiency in Wisdom Saving Throws | ||
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| Stalker's Fury || 11th || | | Stalker's Fury || 11th || When an Attack misses you, you can make an Attack for free | ||
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| Shadowy Dodge || 15th || | | Shadowy Dodge || 15th || You can give Attacks targeting you Disadvantage | ||
|} | |} | ||
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| [[Ranger#Hunting Mark|Hunting Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can move when you deal this Damage | | [[Ranger#Hunting Mark|Hunting Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can move when you deal this Damage | ||
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| Hunter's Pray || 3rd || | | Hunter's Pray || 3rd || You get some miscellaneous offensive abilities | ||
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| Defensive Tactics || 7th || | | Defensive Tactics || 7th || You get some miscellaneous defensive abilities | ||
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| Multiattack || 11th || | | Multiattack || 11th || You get two ways to make a massive amount of Attacks in one turn | ||
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| Hunter's Defense || 15th || | | Hunter's Defense || 15th || You get some miscellaneous defensive abilities | ||
|} | |} | ||
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| [[Ranger#Toxic Mark|Toxic Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can try [[Conditions#Poisoned|Poison]] the target when you deal this extra Damage | | [[Ranger#Toxic Mark|Toxic Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can try [[Conditions#Poisoned|Poison]] the target when you deal this extra Damage | ||
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| Amphibious Alacrity || 3rd || | | Amphibious Alacrity || 3rd || You get a Climbing and Swimming Speed equal to your Walking Speed, also you can hold your breathe for longer | ||
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| Toxic Strikes || 3rd || | | Toxic Strikes || 3rd || You're much better with [[Armor and Weapons#Simple Ranged Weapons|Blowguns]] and [[Armor and Weapons#Martial Ranged Weapons|War Blowguns]], and your Attacks deal extra Acid or Poison Damage | ||
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| Poisonous Defense || 7th || | | Poisonous Defense || 7th || You can deal Damage to creatures that [[Conditions#Grappled|Grapple]], [[Conditions#Restrained|Restrain]], or Attack you | ||
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| Crippling Toxins || 11th || | | Crippling Toxins || 11th || You can reduce some creature's Speed when you Damage them | ||
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| Unstoppable Marshal || 15th || | | Unstoppable Marshal || 15th || You get Immunity to Poison Damage, and the [[Conditions#Poisoned|Poisoned]] Condition, and you are always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. | ||
|} | |} | ||
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==== Toxic Strikes ==== | ==== Toxic Strikes ==== | ||
''3rd Level Conclave of the Marsh Warden Feature''<br> | ''3rd Level Conclave of the Marsh Warden Feature''<br> | ||
You ignore the Loading Property of Blowguns and War Blowguns, and Attacking with a Blowgun or War Blowgun at Long Range | You ignore the Loading Property of [[Armor and Weapons#Simple Ranged Weapons|Blowguns]] and [[Armor and Weapons#Martial Ranged Weapons|War Blowguns]], and Attacking with a [[Armor and Weapons#Simple Ranged Weapons|Blowgun]] or [[Armor and Weapons#Martial Ranged Weapons|War Blowgun]], at Long Range doesn't impose Disadvantage on the Attack.<br> | ||
In addition, your strikes are magically toxic. Once per turn when you hit a creature with a Weapon Attack, you can deal an additional 1d6 Acid or Poison Damage (your choice) to the target.<br> | In addition, your strikes are magically toxic. Once per turn when you hit a creature with a Weapon Attack, you can deal an additional 1d6 Acid or Poison Damage (your choice) to the target.<br> | ||
This extra Damage increases to 1d8 when you reach 11th Level in this class. When you deal this extra Damage with a Blowgun, War Blowgun, or Dart, you use the maximum result for the die instead of rolling. | This extra Damage increases to 1d8 when you reach 11th Level in this class. When you deal this extra Damage with a Blowgun, War Blowgun, or Dart, you use the maximum result for the die instead of rolling. | ||
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==== Crippling Toxins ==== | ==== Crippling Toxins ==== | ||
''11th Level Conclave of the Marsh Warden Feature''<br> | ''11th Level Conclave of the Marsh Warden Feature''<br> | ||
Whenever you deal Damage with your Toxic Mark, Toxic Strike, or Poisonous Defense Features, the | Whenever you deal Damage with your Toxic Mark, Toxic Strike, or Poisonous Defense Features, the target's Speed is reduced by 10ft until the start of your next turn. | ||
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| [[Ranger#Slaying Mark|Slaying Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you deal extra Damage and can make the Attacks magical | | [[Ranger#Slaying Mark|Slaying Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you deal extra Damage and can make the Attacks magical | ||
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| Hunter's Sense || 3rd || | | Hunter's Sense || 3rd || You can learn some information about creatures | ||
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| Supernatural Defense || 7th || | | Supernatural Defense || 7th || You're better at resisting the target of your Slaying Mark | ||
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| Magic-User's Nemesis || 11th || | | Magic-User's Nemesis || 11th || You can try cancel Spells or teleportation | ||
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| Slayer's Counter || 15th || | | Slayer's Counter || 15th || If the target of your Slaying Mark forces you to make aSaving Throw, you can Attack it for free, if you hit you succeed the Save | ||
|} | |} | ||
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==== Supernatural Defense ==== | ==== Supernatural Defense ==== | ||
''7th Level Conclave of the Monster Slayer Feature''<br> | ''7th Level Conclave of the Monster Slayer Feature''<br> | ||
You gain extra resilience against your | You gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slaying Mark feature forces you to make a Saving Throw and whenever you make an Ability Check to escape that target's [[Conditions#Grappled|Grapple]], you add 1d6 to the Saving Throw or Ability Check. | ||
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==== Magic-User's Nemesis ==== | ==== Magic-User's Nemesis ==== | ||
''11th Level Conclave of the Monster Slayer Feature''<br> | ''11th Level Conclave of the Monster Slayer Feature''<br> | ||
You gain the ability to thwart someone | You gain the ability to thwart someone else's magic. When a creature that you can see within 60ft of you casts a Spell or teleports, you can use your Reaction to attempt to magically foil it. When you do so, the creature must succeed on a Wisdom Saving Throw against your Discipline Save DC. On a failed Save, the Spell or teleportation fails and is wasted.<br> | ||
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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