Xanathar's Guide to Everything PDF

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GLOOM STALKER MAGIC
S tarting at 3rd level, you learn a n a dd it iona l s pe ll whe n
you reach certa in levels in this class, as s hown in the
Gloom S ta lke r S pells ta ble. T he spell counts as a ranger
spell for you, but it doesn't count against the numbe r o f
ra n ger s pe lls you know.

GLOOM S TALK ER SPELLS
Range r Level
3rd
5t h
9th
13th
17 th

Spell
disguise self
rope trick
f ear
greater invisibility
seeming

DREAD AMBUSHER
At 3rd level, you maste r the ar t of the ambus h. You can
give yourself a bonus to your initiative rolls equa l to you r
Wisdom m od ifie r.
At the sta r t of your firs t turn of each com bat, your
w alking speed inc reases by 10 feet , which lasts until
the end of t hat turn. If you take the Attack acti on o n that
turn, you can m a ke one additional weapon attack as
part of that action. If that attack hits, the ta rget takes a n
extra ld8 da mage o f the weapon's da mage type.

UMBRAL SIGHT
At 3rd level, you gain darkvis ion out to a ra nge of 60
feet. If you a lready have dark vis ion from your race, its
ran ge increases by 30 feet.
You a re a lso a dept at evading creatures that re ly
on da rkvi s ion. While in darkness, you are invisible
to a ny creature tha t relies on darkvision to see you in
tha t darkness.

! R O N MIN D
By 7th level, you have honed your a bility to resist the
mind-altering powers of your prey. You gain proficiency
in Wis dom saving throws. If you a lready have this pro-
ficie ncy, you ins tead gain profic ie ncy in Inte!Jigence or
Charis m a saving throw s (your c ho ice).

STALKER'S FLURRY
At 11th leve l, you learn to attack with s uc h unexpecte d

1 s peed tha t you can turn a miss into anothe r strike. Once
on e a ch of your turns whe n you miss w ith a weapon at-
ack, y ou .can ma ke anothe r weapon attack as part of the
a me acti on.


HAPTER 1 I CHARACTER OPTIONS

SHADOWY DO DGE
Starting at 15th level, you can dod ge in unforeseen
ways, with wisps of supernatura l s ha dow a round you.
Whe n eve r a creature m a kes an attack roll agains t you
and doesn't have advantage on the roll, you can use you r
reaction to impose disadvanta ge on it. Yo u must use this
feature before you know the outcom e of the attack roll.

Horizon Walker

Ho r izon Wa lke rs gua rd t he worl d agains t threats tha t
originate from othe r pla nes or th a t seek to ravage the
mo rtal realm w ith o therworldly magic. They seek out
pla na r porta ls and keep watch over them, venturing to
the Inner Pla nes and the Outer Pla nes as neede d to
pursue the ir foes. T he s e rangers a r e a lso friends to a ny
forces in the mu ltiverse-especially be nevole nt d ragons,

fey, a nd ele m enta ls-that work to preser ve life and the

orde r o f the pla nes.

HORIZON WALKER FEATURES
Range r Level Feature
3rd Horizon Walker Magic, Detect Portal,
Planar Wa rrio r (1d8)
7th Ethereal Step
11th
1 5th

Dis t ant Strike, Pla n a r Warrior (2d8)
Spectral Defense

HORIZON WALKER MAGI C
S tarting at 3 rd level, you learn a o a dd itiona l spell w he n
you reach cer tain levels in this class, as s hown in th e
Hor izon Walke r S pells table. The spell counts as a
ra nger spell fo r you , but it doesn't count against the
number of ranger s pe lls yo u know.

HORIZON WALKER SPELLS
Ranger Level Spell
3rd protection from evil a nd good
5th misty step
9th haste
13t h banishment
1 7th telepo rtation circle

DE TECT PORTAL
At 3 rd level, you gain the a bility to magically sense th e
presence of a pla na r portal. As a n action , you d etect
the distance and direction to t he closest planar porta l
within 1 mile of you.
Once you use this featu re, you can't use it again until
you finish a shor t or long rest.
See the "P la na r Travel" section in c hapter 2 of the
Dungeon Master 's Guide for examples o f pla na r portals.

PLANAR WARRIOR
At 3 rd level, you learn to draw on t he en e rgy of the m ul-
tiverse to augm ent your attacks.
As a bonus actio n , c hoose o ne creature you can see
w ithin 30 feet of you. T he next time you hit t hat c reature
on this turn with a weapon attack, all da mage dealt
by the attack becomes force da mage, and the creature

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