Ranger Maneuvers

Below are the maneuvers available to rangers. If a maneuver has a prerequisite, such as a minimum level, you can learn it at the same time you meet the prerequisite.  

Ranger Maneuvers

Herbalist's Eye

When you make an Intelligence (Nature) or a Wisdom (Medicine) check, you can expend one maneuver die and add it to the ability check.  

Knack for Survival

As a Bonus Action, you can expend one maneuver die to gain Temporary Hit Points equal to your Constitution modifier + your maneuver die.  

Run Down

When you hit a creature with a ranged weapon attack, you can use your Reaction and expend one maneuver die to move up to your speed towards the creature. While moving, you ignore the effects of non magical difficult terrain.  

Primal Regeneration

Prerequisite: 6th level
When you expend a hit die to recover Hit Points, you can expend any number of maneuver dice to add them to the number of Hit Points you recover.  

Wild Companion

Prerequisite: 6th level
At the end of a long rest, you can spend 10 minutes and expend one maneuver die to cast the Find Familiar spell.

Blood Trail

Prerequisite: 10th level
When you hit the target of your Hunter's Mark, you can expend one maneuver die to cause a bleeding wound. You add the maneuver die to the attack's damage roll, and for the next 1 minute the target takes piercing damage equal to your maneuver die at the start of each of its turns. Additionally, the target leaves a faint trail of blood clearly visible to you when moving, even through total cover or an effect that makes the target Invisible.  

Slip Away

Prerequisite: 10th level
When you reduce a creature to 0 Hit Points, you can expend one maneuver die to immediately take the Dash or Hide action and regain Hit Points equal to your Wisdom modifier + your ranger level.  

Name

Prerequisite: 14th level
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Name

Prerequisite: 14th level
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Name

Prerequisite: 18th level
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