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.
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.
At the end of a long rest, you can spend 10 minutes and expend one maneuver die to cast the Find Familiar spell.
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.
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.
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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 levelWhen 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 levelAt 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 levelWhen 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 levelWhen 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.
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Prerequisite: 14th levelText
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Prerequisite: 14th levelText
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Prerequisite: 18th levelText