Ranger subclass Throughout the conflicts you have endured, you have tempered your will to fight with speed and adrenaline. Monsters rampage and lurk and other mortals come forth with an infinite number of complex tactics, but each fight you have endured has served only to hone your blades and senses. The world may grow dangerous, and others may come to you with treacherous and insidious intent. But you will always be faster to embrace the fight, and you will always be ready to cut them all down. Innate Speech You know your way through speech through insight and understanding, rather than pure force of personality. When you choose this archetype at 3rd level, you gain proficiency in one of the following skills: Deception, Intimidation, or Persuasion. Additionally, whenever an ability check would normally use your Charisma modifier, you can use your Wisdom modifier instead. Striker’s March To fight against you is to give you the ability to adapt. Whenever a creature targets you with an attack, your movement speed increases by 15 feet until the end of your next turn. While your movement is increased in this way, your movement does not provoke attacks of opportunity, and you may re-roll one weapon attack roll. Lowering Strikes Starting at 7th level, the speed of your strikes leaves lasting wounds on your opponent. Once per turn, when you make a successful attack against a creature, you can choose to make it a bleeding strike. The target immediately takes an extra 1d4 damage, and at the start of its turn, it must take an additional 1d4 damage unless it uses its action to staunch the wound. You can strike in this manner a number of times equal to your Wisdom modifier (minimum of once) and regain all uses after a short or long rest. The damage dealt by these strikes increases to 2d4 at 11th level, and 3d4 at 15th level. Undertow Beginning at 11th level, your mobility has improved to grant others protection. Dragging, pushing, or lifting an object no longer reduces your movement speed. Additionally, when you are subjected to an effect that allows you to make a Dexterity or Constitution saving throw to take only half damage, instead of rolling a saving throw you can use your reaction to move a number of feet equal to your movement speed and shield one creature also caught in the effect. When you do so, you automatically fail the saving throw against the effect, but the shielded creature takes no damage. You can choose to use this ability after you roll the saving throw but before you know if you passed or failed. Eternal March Starting at 15th level, you are permanently under the effect of Striker’s March, and while wearing Medium Armor, you may add your Wisdom modifier to your Armor Class.