Ranger
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
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, martial weapons
- Tools: One of Cook's utensils, Herbalist's kit, or Woodcarver's tools
- Saving Throws: Strength, Dexterity
- Skills: Choose three 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:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
The Ranger
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting | 3 | 2 | - | - | - | - |
3rd | +2 | Ranger Archetype, Primeval Awareness | 4 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 3 | - | - | - | - |
5th | +3 | Extra Attack | 5 | 4 | 2 | - | - | - |
6th | +3 | Favored Enemy and Natural Explorer Improvements | 5 | 4 | 2 | - | - | - |
7th | +3 | Ranger Archetype feature | 6 | 4 | 3 | - | - | - |
8th | +3 | Land's Stride, Ability Score Improvement | 6 | 4 | 3 | - | - | - |
9th | +4 | — | 7 | 4 | 3 | 2 | - | - |
10th | +4 | Vanish | 7 | 4 | 3 | 2 | - | - |
11th | +4 | Ranger Archetype feature | 8 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | - | - |
13th | +5 | — | 9 | 4 | 3 | 3 | 1 | - |
14th | +5 | Evasion, Favored Enemy Improvement | 9 | 4 | 3 | 3 | 1 | - |
15th | +5 | Ranger Archetype feature | 10 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 10 | 4 | 3 | 3 | 2 | - |
17th | +6 | — | 11 | 4 | 3 | 3 | 2 | 1 |
18th | +6 | Feral Senses | 11 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 12 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 12 | 4 | 3 | 3 | 3 | 2 |
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.
You choose one additional favored enemy at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer
Starting at 1st level you are an established woodsman and can burst into action when battle is joined. On your first turn in combat you have Advantage against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you suffer no penalty to your passive Perception.
- If you are traveling alone or with only your beast companion, you can move stealthily at a normal pace.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, or Two-Weapon Fighting. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a single melee weapon you gain a +2 bonus to damage rolls with that weapon.
- Skirmisher: While you are not wearing heavy armor or using a shield you can take the Disengage action as a bonus action and you have swim and climbing speed equal to your walking speed.
- Mobile: While you are not wearing armor your AC is calculated as 12 + your Dexterity modifier and your speed increases by 10ft. You can use a shield and still gain this benefit.
- Quick Draw: You add your proficiency bonus to your initiative rolls. When you roll initiative you can immediately draw your weapons and/or shield.
- Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the extra attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Spell Slots
The Ranger 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.
Spells Known of 1st Level and Higher
You know three 1st-level Spells of your choice from the ranger spell list.
You learn an additional ranger spell of your choice at each level thereafter. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th 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 ranger Spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature reveal's the creature's general direction and number.
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
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, or you can take a Feat from the Feat List. 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.
Natural Explorer Improvement
Starting at 6th level you gain the following benefits:
- You have advantage on initiative rolls.
- You ignore nonmagical difficult terrain.
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- When you forage, you find twice as much food as you normally would.
Land's Stride
By 8th level you have all but mastered the art of moving. You can use the Dash action as a bonus action on your turn, and you can move through nonmagical plants 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
At 10th level, you can use the Hide action as a bonus action on your turn. When you spend at least a minute or more making a Hide check, you gain a +10 bonus to your roll, and your companions gain a +5 bonus to theirs.
Additonally, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Evasion
Beginning at 14th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect 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.
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. At the start of your turn you can add your Wisdom modifier to the attack or damage rolls of your weapon attacks. When fighting a Hunter's Lore enemy, you add your Wisdom modifier to both rolls.
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
When you choose this archetype at 3rd level 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 1/2 or lower. It should be a creature common to the region you hail from or currently inhabit.
- The beast uses your proficiency bonus for its attack rolls, skill checks, and saving throws, and adds your proficiency bonus to its AC and damage rolls. The beast has a number of hit dice equal to your Ranger level for determining its hit point maximum, or it can equal four times your ranger level, whichever is higher.
- It gains any Saving Throw you yourself are proficient in, and gains proficiency in up to three skills, choosing its new skills from Acrobatics, Athletics, Insight, Intimidation, Nature, Perception, Performance, Stealth, or Survival. The skills chosen should make sense for the companion.
- Whenever you achieve an Ability Score Increase from the Ranger class your Beast Companion can choose to increase one of its ability scores by 1. Your beast companion cannot increase its Intelligence score, or increase any ability score above 20 in this way.
- The beast obeys your commands as best as it can. It takes its turn immediately before or after you, your choice. You can verbally command the beast with no action required by you to take the Attack, Dash, Disengage, Dodge, or Help action. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself.
- Like any creature, the beast can spend hit dice during a short rest. Should the beast drop to 0 hit points it makes Death Saving Throws as if it were a PC.
- While traveling 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.
Beast's Attack
Your beast companion can only make a single attack even if it has the Multiattack feature normally. Whenever you take the attack action on your turn you can forgo making one of your attacks to direct your beast companion to make an attack as a reaction.
Beast Master Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Spells cast upon your beast companion do not require material components.
Spells
Ranger Level | Spells |
---|---|
3rd | entangle |
5th | enlarge/reduce |
9th | revivify |
13th | polymorph |
17th | awaken |
Beast's Defense
Beginning at 7th level, on any of your turns when your beast companion doesn't attack, it can use a bonus action to take the Dash, Disengage, Dodge, or Help action on its turn.
Bestial Fury
Beginning at 11th level, when you hit a creature with an attack your beast companion has Advantage on attack rolls against that creature until the start of your next turn.
Superior Beast's Defense
At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
Gloom Stalker
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Gloom Stalker Spells
Ranger Level | Spells |
---|---|
3rd | disguise self |
5th | rope trick |
9th | fear |
13th | greater invisibility |
17th | seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Horizon Walker
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Spells
Ranger Level | Spells |
---|---|
3rd | protection from evil and good |
5th | misty step |
9th | haste |
13th | banishment |
17th | teleportation circle |
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
When you hit a creature on your turn with a weapon attack, you can use a bonus action to cause all damage dealt by the attack to become force damage, and the creature takes an extra 1d8 force damage. This increases to 2d8 bonus damage at 11th level.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
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 Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Spells
Ranger Level | Spells |
---|---|
3rd | faerie fire |
5th | spider climb |
9th | clairvoyance |
13th | confusion |
17th | legend lore |
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. Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. This bonus damage increases to 1d12 when you reach 11th level in this class.
- 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.
Steel Will
By 7th level you can remain calm in even the most dire of situations. You have advantage on saving throws against being frightened.
Defensive Tactics
At 7th level, you gain one of the following features of your choice: Escape the Horde or Multiattack Defense.
- 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.
Multiattack
At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack.
- Volley. You can use your action to make up to 5 ranged weapon attacks, provided each attack roll is against a different creature. You must have ammunition for each target, and you make a separate attack roll for each target.
- Whirlwind Attack. You can use your action to make up to 5 melee weapon attacks, provided each attack roll is against a different creature. You make a separate attack roll for each target.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice: Misdirection or Uncanny Dodge.
- Misdirection. When a hostile creature targets you with a melee attack, you can use your reaction to force that creature to instead make the attack against another creature (other than itself) within 5ft of you and it.
- 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.
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Spells
Ranger Level | Spells |
---|---|
3rd | protection from evil and good |
5th | zone of truth |
9th | magic circle |
13th | banishment |
17th | hold monster |
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. Choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. When you reach 11th level in this class, the extra damage increases to 2d6.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Supernatural Defense
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
Bounty Hunter
Ranger Archetype
Bounty Hunters work on the edge of the law to bring criminals and offenders to justice. Through their own cunning, effective use of tools and weapons, as well as a bit of dirty work, they always get their mark. By taking up this archetype you take up the role of a dogged and determined fighter who excels at isolating and neutralizing their prey. Remember, it does say Dead or Alive.
Bounty Hunter's Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bounty Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Spells
Ranger Level | Spells |
---|---|
3rd | command |
5th | zone of truth |
9th | slow |
13th | faithful hound |
17th | scrying |
Bounty's Mark
You are a determined hunter of your Marks. You can use a bonus action to mark a creature you can see. While it is marked it counts as a Hunter's Lore enemy for you, and if the creature moves away from you, you can use your reaction to move up to your speed towards that creature. Once per turn, when you hit a marked creature your weapon deals 1d6 bonus damage. This bonus damage increases to 2d6 at 11th level in this class.
The Mark lasts until the creature dies, you Mark a new creature, or you end the Mark as a bonus action.
Underground Contacts
Also at 3rd level, you become an established part of an information network. Whenever you are enter a city of at least 1,000 citizens, you can spend 4 hours carousing through taverns and markets to gain an understanding of the city. You learn of any potential areas or people of interest, as well as anyone with a price on their heads thought to be nearby.
The next check you make to navigate or investigate the city, or to persuade, deceive, or intimidate denizens of the city, gains a 1d6 bonus to the roll.
Seasoned Hunter
Starting at 7th level, you are ever alert, more than used to turncoats and ambushes in your line of work. You gain proficiency in one of Perception, Insight, or Survival.
You cannot be surprised, and attack rolls against you have disadvantage on the first turn of combat.
Shock and Awe
Starting at 11th level, you've learned that it's important to make that first hit count. You add your Wisdom modifier to your Initiative rolls.
Whenever you take the attack action on your turn, you can make an additional ranged attack with a weapon that has the light and thrown properties as part of the same action against a creature that has not yet acted in the round.
Tricks of the Trade
Starting at 15th level, your senses are honed and ready to spring you out of the way of danger. Whenever you take damage, you can use your reaction to reduce the damage by an amount equal to your Ranger level + twice your Wisdom modifier.
You can use this ability five times, and regain all expended uses on a long rest.
Scoundrel - WIP
Scoundrel's Wit
At 3rd level your mastery of movement lets you tap into a well of energy to confuse and confound your foes, which you execute through your Gambits.
Some of your Gambits force your target to make a saving throw to resist the effect, calculated as:
Gambit save DC = 8 + proficiency bonus + your Wisdom modifier (minimum 1)
Wit. You have a pool of Wit equal to 2 + half your ranger level, which you use to fuel your Gambits. You regain all expended Wit when you finish a long rest.
Gambits
You learn 2 Gambits of choice from the Scoundrel Gambit list. The full list is detailed at the end of the ranger section.
You learn an additional Gambit of choice at 7th, 11th, and 15th level. Each time you learn a new Gambit, you can replace one Gambit you know with a different one. You can only use one Gambit per turn.
Scoundrel Gambits
- Aid. When a friendly creature within 5ft of you is hit with a weapon attack, you can expend 1 Wit and use your reaction to swap places with the allied creature. The original attack roll now targets you, dealing half damage if it hits.
- Escape. When you are hit by a weapon attack you can expend 1 Wit and use your reaction to force that creature to make a Wisdom saving throw, with advantage if the attack was a critical hit. On a failed save the attack misses and you can move up to half your speed away from that creature without provoking an attack of opportunity.
- Fancy Footwork. When you are targeted by a melee weapon attack by a creature within 5ft of you, you can use your reaction and expend 1 Wit and force the creature to make a Wisdom saving throw. On a failed save you swap positions with the creature and the attack has disadvantage; you do not provoke attacks of opportunity from this movement but the hostile creature does.
- Harry. You can expend 1 Wit to target a hostile creature within 5ft of you and force it to make a Wisdom saving throw. On a failed save that creature provokes an attack of opportunity from you if it attempts to take the Disengage, Dash, or Dodge actions until the start of your next turn. If you hit with the opportunity attack the creature's speed becomes 0 until the start of its next turn.
- Pin. When you hit a creature that is size Large or smaller with a weapon attack you can expend 1 Wit to pin it to the ground, halving its speed until the start of your next turn or the creature uses its action to become free. You cannot Pin creatures that are flying, are formless, or ethereal.
- Pocket Sand. You can take the attack action and expend 1 Wit to force a target creature within 5ft of you to make a Constitution saving throw, on a failed save you blind it until the start of your next turn. If you have the extra attack feature, this attack replaces one of them.
- Sweeping Retaliation. When a creature within 5ft of you misses you with a weapon attack you can use your reaction and force it to make a Dexterity saving throw. On a failed save you knock the creature prone and reduce its speed to 0 until the start of its next turn.