Ranger

A wild hunter, capable of adapting itself to any environment and using natural magic.

Quick Build: If you focus on a Strength build, you will need to use your Martial or Heavy Weapons skills. If you focus on a Dexterity build, you will need to use your Finesse or Light Weapons skills. You will also need to use your Nature skill for your spells, so you can use the Intelligence or Wisdom to be your second higher stat, since Nature is a Versatile skill.

Contents

Ranger Class Table

Level Tier Abilities
1
1
Favorite Weapon (2), Natural Ranger Skills (3)
2
1
Ranger Specialization
3
2
Favorite Weapon (4), Ranger Casting (Rank 0)
4
2
Feat
5
3
Double Action, Ranger Casting (Rank 1)
6
3
Favorite Weapon (6), Ranger Specialization
7
3
Primal Ranger Skills (2)
8
3
Feat
9
4
Ranger Casting (Rank 2)
10
4
Prey Mark, Primal Ranger Skills (4)
11
4
Ranger Specialization
12
4
Feat
13
5
Ranger Casting (Rank 3)
14
5
High Ranger Skills (2)
15
5
Ranger Specialization
16
5
Legendary Feat
17
6
High Ranger Skills (4), Ranger Casting (Rank 4)
18
6
Ranger Specialization
19
6
Legendary Feat
20
6
Legendary Ranger Skills (2), Ranger Casting (Rank 5)

Max HP and Posture

The Ranger gains 8 Max HP and 4 Max Posture per level.

Additionally, the Endurance skill is added to the Max HP only once.

The Reflex skill is also added to the max Posture only once as well.

Ranger HP List

  • Max Posture per Ranger Level: 4 Posture
  • Max HP per Ranger Level: 8 HP

Ranger Level 1

Favorite Weapon (2)

You are experienced with weapons.

Choose any 2 weapons to be your Favorite Weapons. When you finish a Full Rest, you can switch one of your Favorite weapons with another Weapon, which you can find here.

Natural Ranger Skills (3)

You have adapted to the environment surrounding you, learning new Natural skills to survive. Each Ranger can adapt differently, depending on the challenges that they have faced.

You learn 3 Natural Ranger Skills, shown at the Natural Ranger Skills List at the end of this class description.

During a Full Rest, you can switch 1 Natural Ranger skill you know.

Ranger Level 2

Ranger Specialization

You become specialized in 1 type of hunting.

Choose one Ranger Subclass for your character. You gain the abilities from Level 2 from that subclass.

You then gain the rest of the Subclass abilities when you reach Level 6, 11, 15 and 18.

Ranger Level 3

Favorite Weapon (4)

Choose 2 more weapons to be your Favorite Weapons.

Ranger Casting (Rank 0)

You have adapted yourself to nature, learning to attune with its magic in the process.

Choose the spells from the Ranger Spell List for you to learn. They are all considered Ranger spells, which have these traits:

  • You can only learn Ranger spells of Level 0.

  • The total number of Ranger spells you know is equal to your Ranger Level + your Nature. When you Level up, you can switch up to 3 Ranger spells you know. We recommend you picking Hunter’s Mark as one of your spells.

  • Ranger spells require attunement with nature itself. You cannot cast Ranger Spells while wearing Armor or Shields made of Metal.

  • The Spell Skill for your Ranger Spells is Nature.

See the Spells section to learn more how spells work here.

Ranger Level 4

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Ranger Level 5

Double Action

You can now use 2 Actions per turn.

Ranger Casting (Rank 1)

You gain a Caster Rank and you can now learn Ranger spells of Level 1.

Your Caster Rank grants access to Mana, which can be used to cast Spells of Level 1 or higher.

The amount of Mana you have is determined by your Caster Rank, as shown in the Caster Table below.

Caster Rank Total Mana Spell Level Cap. Mana Cost
1
4
1
1
2
10
2
2
3
20
3
4
4
30
4
6
5
40
5
10

To cast a Level 1 or higher spell, you must use 1 Mana as mentioned on the table above. The higher the Level, the more Mana you need to spend to cast the spell.

You regain all your Mana when you finish a Long rest.

Ranger Level 6

Favorite Weapon (6)

Choose 2 more weapons to be your Favorite Weapons.

Ranger Specialization

You gain the abilities of Level 6 of the chosen Subclass

Ranger Level 7

Primal Ranger Skills (2)

You are magically adapted to your enviromnents and have learn powerful new skills.

You learn 2 Primal Ranger Skills, shown at the Primal Ranger Skills List at the end of this class description.

During a Full Rest, you can switch 1 Primal Ranger skill you know.

Ranger Level 8

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Ranger Level 9

Ranger Casting (Rank 2)

You gain a Caster Rank and you can now learn Ranger spells of Level 2.

Ranger Level 10

Prey Mark

By studying the tracks of a creature for at least 1 minute, or when you hit a creature with an Attack, you can magically mark it as your Prey. You then gain the following benefits:

  • You always know the location of your Marked Prey if it is in the same dimension as you.

  • You become immune against being Scared or Enchanted by your Marked Prey.

  • All your Attacks against your Marked Prey gain advantage.

This mark lasts until you dismiss it as a Free Action, or until you mark another creature to be your Prey. The Dispell and Remove Curse spells can also remove the mark.

You can only use this ability once per Short or Long rest.

Primal Ranger Skills (4)

You learn 2 new Primal Ranger Skills.

Ranger Level 11

Ranger Specialization

You gain the abilities of Level 11 of the chosen Subclass

Ranger Level 12

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Ranger Level 13

Ranger Casting (Rank 3)

You gain a Caster Rank and you can now learn Ranger spells of Level 3.

Ranger Level 14

High Ranger Skills (2)

You are a complete and advanced hunter, capable of incredible achievements.

You learn 2 High Ranger Skills, shown at the High Ranger Skills List at the end of this class description.

During a Full Rest, you can switch 1 High Ranger skill you know.

Ranger Level 15

Ranger Specialization

You gain the abilities of Level 15 of the chosen Subclass

Ranger Level 16

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Ranger Level 17

High Ranger Skills (4)

You learn 2 new High Ranger Skills.

Ranger Casting (Rank 4)

You gain a Caster Rank and you can now learn Ranger spells of Level 4.

Ranger Level 18

Ranger Specialization

You gain the abilities of Level 18 of the chosen Subclass

Ranger Level 19

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Ranger Level 20

Legendary Ranger Skills (2)

You are a legendary hunter.

You learn 2 Legendary Ranger Skills, shown at the Legendary Ranger Skills List at the end of this class description.

During a Full Rest, you can switch 1 Legendary Ranger skill you know.

Ranger Casting (Rank 5)

You gain a Caster Rank and you can now learn Ranger spells of Level 5.

Natural Ranger Skills List

City Explorer

You are familiar with the urban terrain, and can quickly learn how to navigate it. While exploring a city for an hour or more, you gain the following benefits:

  • Your Passive Insight increases by 5
  • You learn what are the main services available in that city.
  • You learn how dangerous the city can be. You know the Tiers of the criminals and normal threats of that city.

In addition, you also gain advantage on all Bargain Checks you make, you learn how to use 1 extra Tools of your choice, and you can now cast Ranger spells even while using Armor or Shields made of Metal. 

Druidic Hunter

You become even more attuned to Nature. You gain the following effects:

  • All spells in the Druid Spell List also count as Ranger spells for you.
  • You learn how to use the Herbalist Tools. If you already know how to use the Herbalist Tools, you then learn one additional Tools of your choice. In addition, anything that you plant grows 2 times faster than normal.
  • You gain advantage on all your Nature and Wild Handling Checks. These skills are also considered Essential skills for you. If you had any skill points invested in them, they are reallocated.
  • You learn how to speak Drudic and Sylvan, which don’t count against the total number of Languages you know.

Favorite Enemy

You have studied a certain type of creature and you learned how to track, hunt and kill it. Choose one type of creature to be your favorite enemy.

When you hit an Attack against your favorite enemy type, you can add extra +2 damage. Light Weapon Attacks deal extra +1 damage instead.

In addition, you have advantage on Investigation and Nature Checks to track your favorite enemies, as well as on Memory Checks to recall any information about them.

You can learn this Natural Skill multiple times; each time you do so, choose a new type of creature.

The types of creatures are:

  • Aberration: Cosmic and alien entities.
  • Beast: Includes common animals, extinct animals, or even non-historical ones.
  • Celestial: Angels, Quetzalcóat and other creatures of a higher state of being
  • Colossus: A giant creature of great strength and size…
  • Construct: An animated object, an artificially created creature, such as golems and others.
  • Draconic: A dragon is a reptilian creature, usually winged, often having supernatural abilities. Draconic creatures include dragons and other dragon-like creatures.
  • Elemental: An Elemental type is vitally connected with one or more of the many elements. The main ones being air, earth, fire, or water
  • Fey: Fey are creatures of innate magic and with a strong connection to nature. Often they are connected to the Feywild.
  • Fiends: Cursed creatures that originate from the Negative Realms. Many are inherently evil, but not all of them.
  • Godly: Literal Gods. These types are usually very powerful creatures of Tier 6 or Tier 7.
  • Humanoid: Humanoid is a biped creature with a culture.
  • Monstrosity: Many times a creature of a magical origin, a curse or even unknown origins.
  • Ooze: Gelatinous creatures that resemble giant macroscopic bacterias.
  • Plant: Plants include both vegetable and fungal creatures.
  • Undead: Undead creatures were once alive, but reanimated by unnatural forces.

Natural Explorer

You have adapted to one natural environment, learning how to easily overcome any obstacles to survive there.

Choose one type of favorite terrain: ArcticCoastDesertForestGrasslandMountainSwamp, or the Underworld.

While traveling for an hour or more in your favorite terrain, you gain the following benefits:

  • You gain advantage on Nature Checks
  • Your Passive Perception is increased by 5
  • You find twice as much food or other resources as you normally would.

In addition, you also gain the following permanent abilities depending on the favorite terrain you choose:

Favorite Terrain Ability
Arctic
You gain resistance to Cold damage and extreme cold weather doesn't affect you.
Coast
You can use the Swimming Speed as your Base Speed. You can also hold your breath underwater twice as long.
Desert
You gain resistance to Fire damage and extreme hot weather doesn't affect you.
Forest
If you fail a Nature or Wild Handling Check, you can reroll the result. You must use the second result and cannot reroll it again.
Grassland
Both your Base and Dash Speeds are increased by 5 feet. You also gain advantage on Athletics or Agility Checks to move.
Mountain
You can use the Climbing Speed as your Base Speed, and you become immune against being Knocked Prone while climbing.
Swamp
You gain resistance to poison damage. In addition, you also gain advantage on Endurance Saves against being Poisoned.
Underworld
You gain Darkvision, so you are not partially or completely Blinded in dark areas. If you already have Darkvision, you gain Blind Senses instead.

You can learn this Natural Skill multiple times; each time you do so, choose a different favorite terrain.

Trap Master

You learn how to use the Hunter’s Tools, which doesn’t count against the total number of Tools you know. In addition, you also gain the following benefits while using these Tools:

  • Creature don’t immediately notice your traps, regardless of their Passive Perception. A creature can still notice your trap if they make a further inspection.

  • You can prepare Traps twice as fast

  • All creatures have disadvantage on the initial Saves from your traps.

Primal Ranger Skills List

Evasive Instincts

Before you make an Agility Save, you can use your Reaction to automatically succeed that Save.

In addition, if you make an Agility Save that would result in you taking any damage, you instead take no damage if you succeed on that Save, and only half that damage if you fail.

You cannot be using Heavy Armor nor Great Shields to use your Reaction in those ways.

Fast Casting

Once per Short or Long rest, before you cast a Normal Spell, you can cast it as a Quick Spell that uses an Action instead.

Fast Instincts

You gain advantage on Initiative Checks. In addition, on your first turn during each combat, you gain advantage on all your Attacks against a creature that has not yet acted.

Feral Instincts

You become immune against being Surprised and you also gain Darkvision. If you already have Darkvision, you gain Blind Senses instead. In addition, your Passive Perception and Passive Insight are increased by 5.

Focused Hunter

You automatically succeed at any Concentration Save.

Hunter’s Posture

If you reduce a hostile creature to 0 HP, you can gain Posture equal to 2 times your Ranger Level.

Unseen Hunter

If you fail a Sleight of Hand or Stealth Check, you can reroll the result. You must use the second result and cannot reroll it again.

In addition, all creatures have disadvantage on Nature or Investigation Checks to track or find you, unless you choose to leave a trail.

High Ranger Skills List

Blood Hunter

Once per round, you can make 1 Attack against a Bleeding target as a Free Action.

In addition, your Marked Prey automatically fails any Saves against Bleeding and becomes weak against bleed damage.

Fey Blessing

You learn the Conjure Wild Fey and Conjure Sentient Vine spells if you don’t already. Once per Short or Long rest, you can cast each of them for free, without using Mana.

Natural Killer

Once per round, you can add your Nature skill to 1 damage roll that you make with an Attack. 

If a target dies with that damage, you can add your Nature skill again to your next damage roll this turn.

Prey’s Fear

Your Marked Prey loses any immunities against being Scared. In addition, while your Marked Prey is Scared of you, you can deal tripple Posture damage instead of double Posture damage against it.

Survival Senses

Once per Short or Long rest, before you make a Save imposed by your Marked Prey, you can automatically succeed that Save.

Legendary Ranger Skills List

Critical Instincts

Once per round, when you hit an Attack against your Marked Prey, you can make that Attack automatically score a Critical Hit.

In addition, you can make the damage from your Critical Hits become equal to 1d6 + your Nature skill.

Stunning Hunter

Once per round, when you hit an Attack against your Marked Prey, it must then succeed on an Endurance Save against your Nature, or become Stunned.

Weakening Strike

Once per round, when you hit an Attack against your Marked Prey, you can make it become weak against 1 type of damage in which it is not resistant or immune for that hit.

Ranger Subclass

Each Ranger specializes in a specific aspect of its environment in order to adapt. A ranger’s abilities will always be a reflection of the challenges that he has faced before.

Your Subclass grants abilities on the Levels 2, 6 , 11, 15 and 18. With the admission of your GM, you can switch your Subclass anytime, but try to commit with a single Subclass.

The Ambusher

You hunt your foes without leaving any change for them to React. By the time they see you, they are already slayed…

Quick Build: As an Ambusher Ranger, you should focus on your Dexterity stat in order to maximize your Stealth skill. This will allow you to use your Ambush Prey more times.

Level Tier Abilities
2
1
Ambush Prey, Stealthy Hunter
6
3
Ambushers Readiness
11
4
Mark of Non-Detection
15
5
Master Ambusher
18
6
Legendary Ambush

Ambusher Level 2

Ambush Prey

You always ambush your prey by acting unnaturally fast.

Before you roll for Initiative, you take 1 Surprise round before the combat starts, where only you take 1 turn. 

All creatures you are fighting also become Surprised on that turn.

If you were already going to make a Surprised round anyway, you can take 1 additional Action on that same Surprised round instead.

You cannot use this ability if you were Surprised.

Stealthy Hunter

You are an ambusher, always sneaking upon your prey.

You gain advantage on all Stealth Checks. This skill is also considered an Essential skill for you. If you had any skill points invested in it, they are reallocated.

Ambusher Level 6

Ambushers Readiness

You always have a plan for everything, and a way to make more ambushes.

You can use Hold Action outside of combat, so you can start with 1 more Action.

In addition, you can now maintain the Concentration for Hold Action indefinitely, or until you release the Action.

Ambusher Level 11

Mark of Non-Detection

You gain the additional benefits for your Marked Prey:

  • Your Marked Prey is considered partially Blinded when interacting with you.

  • That creature always becomes Surprised during the start of your turns. It also stops being Surprised when your end your turn.

  • Your Marked Prey cannot detect you with any magical effects, as if by the effects of the Non-Detection spell.

Ambusher Level 15

Master Ambusher

Your ambushes are extremely well executed, giving you no chance of failure.

You can take 2 additional Actions during Surprised rounds.

Ambusher Level 18

Legendary Ambush

When you finish a Surprised round, you can immediately make a second Surprised round in a row.

The Beast Master

You have developed a magical bond with a wild animal, becoming a master of a beast.

Quick Build: You might want to learn spells that let you interact with beasts, so you can have more utility with your animal companion

Level Tier Abilities
2
1
Animal Companion
6
3
Tireless Beast
11
4
Wild Hunt
15
5
Feral Bond
18
6
Ferocious Beast

Beast Master Level 2

Animal Companion

With 8 hours of work, you can perform a special ritual to create a bond between your soul and the soul of an animal that you summon in an unoccupied space within 10 feet.

You use the Animal Companion Sheet for it. You then choose 1 of the following environments: Land, Water, Wind. Your companion is adapted to that environment and gains special traits accordingly.

You always choose the appearance of your animal companion, as long as the appearance is reasonable with the environment you have chosen. 

It takes its turn immediately after you and you can command it as a Free Action.

You can repeat this ritual in order to change your animal companion, or to bring 1 animal companion that has died back to life. The animal companion that has died then reappears in an unoccupied space within 10 feet of you and any previous vestige of it vanishes. If you change your animal companion, the previous companion also vanishes.

Beast Master Level 6

Tireless Beast

Your animal companion Max Posture increases by a number equal to 2 times Ranger Level.

Beast Master Level 11

Wild Hunt

Your animal companion gains the same benefits as you for your Marked Prey. In addition, your animal companion can now use 2 Actions per turn.

Beast Master Level 15

Feral Bond

Before a creature Attacks you, your animal companion can make 1 Attack of Opportunity against that creature.

In addition, before a creature Attacks your animal companion, you can make 1 Attack of Opportunity against that creature.

Beast Master Level 18

Ferocious Beast

Your animal companion can now use 3 Actions per turn.

Beast Companion

The Devourer

You are a Ranger that not only adepts to the environment, you can also magically adept yourself depending on what you devour. Most of these Rangers try to seek a way to magically evolve to become the ultimate hunters, and they do so by devouring the most powerful creature that they can find.

Quick Build: As a Devourer Ranger, you gain a various effects from the devour table. We recommend having a good balance for some passive and active effects.

Level Tier Abilities
2
1
Devouring Ritual
6
3
Enhanced Evolution
11
4
Devourer's Mark
15
5
Ultimate Evolution
18
6
Perfect Being

The Devourer Level 2

Devouring Ritual

Your hunger starts to manifest, which leads your natural instincts to devour the prey that you hunted.

During a Short or Long rest, you can perform a special ritual to devour a creature. This creature cannot be dead for more than 12 hours.

After this Ritual, your body physically changes depending on the type of creature you devoured. If you devoured a fiend for example, you can possibly grow a pair of horns, or if it is an aberration, you can possibly grow multiple eyes across your body as a result. You determine which physical changes happen, but they always resemble the type of creature that you devoured.

You become that type of creature you devoured, in addition to your race type. You also gain effects depending on the type of creature you devoured, as shown by the Devouring Table at the end of this subclass.

You can only have 2 different effects on the Devouring Table active at the same time.

When you use your Devouring Ritual ability, you choose which active effect on the Devouring Table is replaced if possible. If you devour a creature with multiple types, you choose only 1 of its types.

Any spell you cast with the effects on the Devouring Table count as a Ranger spell for you.

You also become immune against indigestions and other intoxications due to eating exotic or weird things.

The Devourer Level 6

Enhanced Evolution

You can now have 4 different effects on the Devouring Table active at the same time.

The Devourer Level 11

Devourer’s Mark

You gain the additional benefits for your Marked Prey:

  • If your Marked Prey dies, you can cast the Steal Soul spell without using any Mana to devour its soul. The souls stays trapped in your stomach, but you can place it in an object in case you want to give it to someone. You can only have 1 soul in your stomach at a time.

  • You cast the Talk to the Dead to communicate with the soul in your stomach. Keep in mind that if you communicate with them, they may try to possess you with the curse of that spell.

  • When you cast a spell, you can sacrifice the soul in your stomach and cast that spell for free, without using any Mana. The soul must have the same Tier or higher than the level of the spell casted in this way.

The Devourer Level 15

Ultimate Evolution

You can now have 7 different effects on the Devouring Table active at the same time.

The Devourer Level 18

Perfect Being

Your genetics have been completely altered, and you have become the perfect being

At the start of your turns, you can replace 1 effect from the Devouring Table with another effect that is not active without needing to consume any creature.

Devouring Table

Creature Effects
Aberration
You gain Blind Senses and resistance to brain and psychic damage.
Beast
As a Bonus Action, you can give yourself advantage on your next Melee Attack this turn.
Celestial
You gain resistance to light damage. In addition, you learn the Bless and Sacred Wisp spells, which you can cast as a Quick Spell that uses your Bonus Action.
Colossus
You become Large sized. In addition, you gain a +1 bonus to your Strength stat, to a max bonus of +6, but you also gain a -1 penalty to your Dexterity stat.
Construct
As a Reaction, you can reduce any slash, strike or thrust damages you take by 1d6.
Draconic
When you roll for Initiative, all creatures of your choice within 30 feet of you must make an Endurance Save against your Nature, taking 1d8 sonic damage on a fail, or half as much on a success. A creature that takes this sonic damage must also succeed on an Insight Save against your Nature, or become Scared of you for 1 turn.
Elemental
As a Reaction, you can reduce any cold, electric or fire damages you take by 2d6.
Fey
You can enchant one creature that can see and hear you as a Bonus Action. That creature must then succeed on an Insight Save against your Nature, or become Enchanted by you for 1 turn, or until you do anything harmful to it.
Fiend
You become immune to Curses, except for Divine or Infernal Marks Curses. However, you become weak against light damage and you gain a -2 penalty to your Luck stat.
Humanoid
You assume the appearance of the humanoid that you devoured as if by the effect of the Alter Body spell. You also change your size to Small, Medium, or Large to match the humanoid you devoured. You can return to your original form as a Free Action.
Monstrosity
You gain a +1 bonus to your Strength and Dexterity stats, to a max bonus of +5, but you also gain a -2 penalty to your Charisma stat.
Ooze
You gain resistance to acid damage. In addition, a creature that hits a Melee Attack against you while you have 0 Posture or while you are Bleeding takes 2 acid damage.
Plant
When a creature within 30 feet becomes Knocked Prone or moves without Disengaging, you can use your Reaction to entangle it with roots. That creature must then succeed on a Reflex Save against your Nature, or become Contained and Immobilized for 1 turn.
Undead
You gain resistance to dark damage. In addition, once per Short or Long rest, if you would be reduced to 0 HP, you can be reduced to 1 HP instead.

The Huntsman

You are a hunter that leared how to fully take advantage of any opening your prey have.

Quick Build: As a Huntsman, you will be focusing on breaking Posture in order to fully take advantage of your Hunter’s Opening ability.

Level Tier Abilities
2
1
Eyes of Hunting, Hunter's Opening
6
3
Ferocious Hunter
11
4
Critical Mark
15
5
True Hunter
18
6
Legendary Slayer

Huntsman Level 2

Eyes of Hunting

Your trained eyes allow you to aim for more damage.

Once per round, when you hit an Attack, you can deal extra 1d8 damage with it. If the creature was a Beast, you can deal extra 2d8 damage instead.

Hunter’s Opening

When a creature loses its posture, you can use that opening to deal a critical strike.

If you make an Attack of Opportunity against a creature because its Posture was reduced to 0, you can make that Attack automatically score a Critical Hit.

In addition, you can make the damage from your Critical Hits become equal to 1d6 + your Nature skill.

Huntsman Level 6

Ferocious Hunter

You are ferocious and can hunt anything.

You always deal extra 2d8 damage with your Eyes of Hunting ability, regardless if the creature was a Beast or not.

In addition, all your Critical Hits deal extra 1d6 damage.

Huntsman Level 11

Critical Mark

You gain the additional benefits for your Marked Prey:

  • You can choose to gain 10 Posture when you score a Critical Hit against your Marked Prey.

  • If you make an Attack of Opportunity against your Marked Prey, you can use your Hunter’s Opening ability even if the attack was not triggered by Posture being reduced to 0.

  • If your Marked Prey scores a Critical Attack against you, you can reduce that damage by 1d6.

Huntsman Level 15

True Hunter

Once per Short or Long rest, you can cast the True Hunter’s Mark spell for free, without using any Mana.

Huntsman Level 18

Legendary Slayer

You deal extra 4d8 damage with your Eyes of Hunting ability instead of 2d8.

In addition, all your Critical Hits deal extra 2d6 damage with your Ferocious Hunter ability instead of 1d6.