Ranger Talents List

All Ranger Talents cost one Talent Point to use, unless explicitly stated otherwise.

# Available from 1st Level Onward

### Hunter's Mark

As a bonus action, you choose a creature you can see within range and mark it as your quarry. For up to an hour, you deal an extra 1d6 damage to the target 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. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Once you reach 3rd level and onwards, Hunter's Mark lasts for eight hours. At 5th level and higher, Hunter's Mark lasts 24 hours.

### Predatory Insight

As a bonus action on a strike that successfully lands, you can discover one resistance and one vulnerability that the creature possesses. If there are no more resistances or vulnerabilities to discover, the DM will tell you so.

### Strength of the Pack

As a bonus action, you can direct your allies to strike together as a pack. For one round of combat, you and your party benefit from Pack Tactics—you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

### Zephyr Strike

As a bonus action, you can heighten your reflexes and move like the wind. For one minute, your movement doesn’t provoke opportunity attacks.

During that minute, you can also give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

# Available from 3rd Level Onward

### Loyal Companion

As a free action, you may expend a Ranger Talent point to summon your animal companion to your side. Your animal companion may expend its reaction to Dash its full movement, getting as close as it can to a space immediately adjacent to you, at such a speed that it does not incur attacks of opportunity.

### Feral Synergy

You and your animal companion are so in sync that your reactions play off each other. As a reaction, any time your animal companion makes an attack of opportunity against an enemy, you may also make an attack against that enemy with a ranged weapon.

Once the Ranger hits 5th level, any attack landed using *Feral Synergy* now roots the target, reducing its move to zero.

Once the Ranger hits 9th level, *Feral Synergy* can be used on any attack that the animal companion lands, not just attacks of opportunity.

# Available from 5th Level Onward

### Locate Animals or Plants

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

### Pass Without Trace

You apply camouflage to your party, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

### Steadfast Companion

If your animal companion is unconscious, you may use a bonus action to rally them back into action. They return to consciousness, and gain 2d8 + their CON modifier + your WIS modifier in health points. As well as consuming one Ranger Talent point, this Talent may only be used once per short rest.

# Available from 9th Level Onward

### Ferocious Surge

As a free action, you call out to your animal companion, reinvigorating them. This restores their Action, Bonus Action, Reaction, and Move Action. As well as consuming one Ranger Talent point, this Talent can only be used once per long rest.

### Flame Arrows

You soak a quiver containing arrows or bolts in lyrium-infused pitch, enough for 12 shots. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage.

### Ways of the Wild

Spending so much time around your animal companion has allowed you to learn from them as much as they have learned from you, granting you advantage on checks and saving throws involving an ability related to your companion for the next hour.

* **STR -** Bear, Wyvern
* **DEX** - Deepstalker, Dracolisk
* **CON** - Nuggalope, Griffon
* **INT** - Mabari
* **WIS** - Halla

# Available from 13th Level Onward

### Locate Creature

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

You can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a shapechange spell, this spell doesn’t locate the creature.

You are unable to locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

# Available from 17th Level Onward

### Faithful Companion

At any time you and your companion are adjacent to each other, provided at least one of you is conscious, you may expend one Ranger Talent point to bring the other back into consciousness. You may only use this ability once per round.