at 4th ranger level, your movement speed is increased by 10 feet.
At 4th ranger level, while focused, you can reduce the duration of focus by 1 turn to gain advantage on your next attack. The critical range of this attack is also increased by 1.
At 4th ranger level you have a personal rune of power that you bear upon yourself. Choose the runes effect:
Rune of death - Your make it count attacks crit range is further increased by 1. When you slay a small or larger creature during focus, you gain 1 arcane health.
Rune of magic - Choose a school of magic from arcane, occult, or mystic. At 4th level you gain a cantrip, at 5th a lvl 1 spell, and at 6th a lvl 2 spell of the chosen school of magic. Use wisdom or dexterity as the casting modifier. You can spend 2 rest dice to cast the spells at a level equal to half your total character level, rounded up.
Rune of the anvil - Your rest dice maximum is increased by 1. You gain a +2 bonus to skill checks made during focus.
Rune of the moon - You gain 60ft of darkvision. Choose strength or dexterity. At night or when deep underground, you gain a +1 bonus to wisdom and a +2 bonus to the chosen attribute.
Rune of the hunt - Your thrown and ranged weapon attacks deal 1d6 bonus damage of their original type, and all your ranged attacks have a 1d8<3 chance dice to apply bleed.
Rune of the raven - You gain a +2 bonus to stealth checks. You can speak with ravens and similar corvids (Subject to GM.) and you can spend 1 rest dice to say a sentence of your choice in a language of choice that you do not speak (Subject to GM.) This does not allow understanding the spoken language back.
Rune of the wolf - You gain have an extra attack when making an attack action during focus.
Rune of the worldtree - You gain 1 point of Ki which can be exchanged for 2 rest dice. It is regained at the end of every rest so long as you rest away from deep sprawl. You can spend 1 Ki to either:
tripple a jump distance.
make a push maneuver check + wisdom bonus vs creatures in a 20 ft cone.
attempt to counterspell a spell targetting you, by making a wisdom save vs the spell, negating it on a success.
At 5th ranger level, choose 3 upgrades from the following list:
Animal soul - Gain proficiency with handle animal. If already proficient, gain expertise. If already expert, you can spend a rest dice while outside combat to speak with an animal you can interact with(Subject to GM.)
Apply leeches - When using triage, also grant the target creature poison resistance until the next rest, and allow it to ignore the effects of one ongoing disease or similar affliction(Subject to GM.)
Hex training - Learn a minor and major hex. Can be taken again to learn a greater hex. Can be taken a third time to learn a minor hex and gain 3 hex upgrades in any combination of your choice.
Archery training - Ignore the disadvantage of attacking within a ranged weapons 2nd range increment. Reduce the reload property of your weapons by 1.
Armor training - Gain proficiency with chain coats, scale coats, and ring coats. Reduce bulk from them by 1.
Battle-rune secrets - You can spend 1 rest dice to grant a weapon a +1 bonus. This bonus does not apply if used against you and lasts for 1 hour.
Blade training - Gain proficiency with martial blade weapons(light, medium, and heavy) and deal an extra 1d4 points of damage with them. You can do one maneuver per round at no bonus action cost with these weapons.
Inspire - Every short rest, you can inspire one ally, granting them an instance of temporary block until the next rest for free. This also applies to creatures that are subject to your triage ability.
Live off the land - When using prep, you also create 2 portions of Hobbsbread. Hobbsbread can be consumed as an action, granting 1 temporary rest dice for 1 hour.
Lookout - Gain proficiency with perception. If already proficient, gain expertise. If already expert, you gain a +3 bonus to initiative.
Magical rune training - You can spend 1 rest dice to grant a check made to interact with magical items or runes a 1d10 bonus.
Staying low - Gain proficiency with stealth. If already proficient, gain expertise. If already expert, your movement speed is not hindered while prone.
Weapon specialization - Choose three specific weapon groups, gain a +1 bonus to damage made with weapons that belong to that group. Swapping between any such weapons is a free action.
Weathered - You gain advantage on checks made to withstanding weather or anticipating travel conditions(Subject to GM.) and a +1 bonus to nature checks.
at 6th ranger level, gain a +1 to deception checks.
Choose three upgrades:
Bearing runes - Your rune-bearer item has 2 more max points of power. Gain a +1 bonus to checks made to enchant, create, dispell, or identify items.
Collecting tales and baubles - The dice amount of your 2nd level alchemical and single use items created during prep is doubled. Gain an extra ring slot.
Collecting rumors - You gain a +3 bonus to checks made to overhear, listen in on, or perceive hints in conversations.
Seeking wisdom - Learn an oath cantrip. Use constitution as the casting modifier. Gain a +1 bonus to wisdom.
With a sharp look - Your rest dice maximum is increased by 1. You can spend 1 rest dice to reroll a wisdom save once per rest.
With two swords - You can add the dexterity modifier to your offhand weapon damage, and you treat all one-handed weapons as light.
With mystical eyes - Learn two 1st level mystic spells and a single 2nd level mystic spell. Use wisdom as the casting attribute for them and gain 4 mystic points that can be used to cast mystic spells that you know. Casting a mystic spell with them requires spending a number of points equal to the spell level. You regain 1 mystic point after a short rest, and regain all mystic points after a long rest.
With a bit of protection - Your max HP is increased by 7. Gain 1 extra block at the start of combat while wielding a shield.
With strange markings - Learn an occult cantrip. Use wisdom as the casting attribute, but if it has only a somatic component, you can use dexterity or strength.
With my walking stick - gain a +2 bonus to attacks with polearms, and always have the brace property while wielding a polearm.
at 6th ranger level, once per rest, when you critically strike a creature, you can increase the crit multiplier by 2. If this kills the creature, you regain 2 rest dice.
This must be declared before the target makes the block check.