# Ranger Variant Features

## Choices for Rangers!

In Wormwood, rangers can choose between a few of the original ranger features as presented in *The Players Handbook* and the variant ranger-specfic features as listed in Wizard of the Coast's "Unearthed Arcana: Class Feature Variants".

The choices presented below are the **only** features that are available to rangers in Wormwood. Other features listed in the UA, such as Proficiency Versatility, Spell Versatility, Martial Versatility, and Spellcasting Focus, are __not__ available to rangers.


### Favored Foe
*1st-level ranger feature (replaces Favored Enemy)*

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You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.

### Deft Explorer
*1st-level ranger feature (replaces Natural Explorer)*

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You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.


#### Canny
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.

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In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.

#### Roving
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

#### Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

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In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

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### Primal Awareness
*3rd-level ranger feature (replaces Primeval Awareness)*

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You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

##### Primal Awareness Spells
| Ranger Level | Spell |
|:----:|:-------------|
| 3rd  | detect magic, speak with animals |
| 5th  | beast sense, locate animals or plants |
| 9th | speak with plants |
| 13th | locate creature |
| 17th | commune with nature |

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

### Favored Enemy and Natural Explorer/Daft Explorer Improvements

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At 6th level, you gain an additional favored terrain if you chose the *Natural Explorer* feature at level 1. If you chose the *Daft Explorer* feature at level 1, you may gain another feature from the *Daft Explorer* feature list.

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At 6th level, you gain the *Favored Enemy* feature if you chose the *Favored Foe* feature at level 1. If you chose the *Favored Enemy* feature at level 1, you may choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

### Fade Away
*10th-level ranger feature (replaces Hide in Plain Sight)*

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You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

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Once you use this feature, you can't use it again until you finish a short or long rest.

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