Ranger

Pathfinder

Pathfinder Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Pathfinder Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Pathfinder Spells
Ranger Level               Spell
3rd                               Find Familiar 
5th                               Knock 
9th                               Clairvoyance 
13th                              Locate Creature 
17th                              Scrying  

Tracks of the Pioneer 

At 3rd level, your knowledge of the surroundings grants you insight on your whereabouts. You remember the path you have traveled and while in your favored terrain you know the shortest route to lead you out of it.

In addition, you gain proficiency in one of the following skills of your choice: Insight, Perception, or Survival.

Natural Ploy

At 3rd level, you use your surroundings to your advantage to entrap your foes. You can spend 1 minute devising a binding trap in a 5ft cube to ensnare a creature of medium size or smaller. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a creature moves onto the ground or the floor in the effect's radius. That creature must succeed on a Dexterity saving throw or be restrained. A creature can spend its action to escape the trap, the escape DC is equal to your spell DC.

Additionally, you can expend a Ranger spell slot to extend the radius by an additional 5ft for each level of the spell slot expended. If you do, it can affect a creature an additional size up for every spell slot level above 1st.

Once you use this feature, you can't do so again until you finish a Long rest or expend a spell slot of at least 1st level.

Scout Passage

Starting at 3rd level, you scan your opponent and search for a way into a clean strike. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wayfinder

At 7th level, you have learned to sense the wonders around you. You can attune your senses to determine if any structures, caves or man made terrains nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you send out a mental beacon within 5 miles (doubled if in favored terrain) of you seeking out any of these structures. This feature reveals which are present, their numbers, and the general direction and distance (in miles) from you. If there are multiple within range, you learn this information for each.

World Walker

At 11th level, throughout your travel you have learned the ways to contentiously walk the world. In doing so you have learned the advantages and disadvantages of striding through different terrain. While your companions are traveling with you, you and all those that travel with you can travel efficiently and are able to travel additional miles equal to your Wisdom modifier doubled if in your favored terrain. 

Additionally, all creatures that have traveled with you for at least 8 hours within the last 24 hours, gain an additional walking speed equal to 5 times half your Wisdom modifier (rounded up). Also, when you take the dash action as an Action you can move up to twice your normal walking speed.

Mark the Path

At 15th level, the spiritual bonds you make with your body and the paths you travel begin to diverge and split apart. If you spend 1 hour of uninterrupted meditation you can split apart of yourself and mark the area you are in. You can have a number of marks equal to half your Wisdom modifier (rounded up). These marks last until you dismiss them or they are dispelled. They give off an aura of divination magic under a detect magic spell and can be dispelled by a dispel magic.

You can spend an action to bond with one of your marks and teleport you and up to a number of other creatures equal to half your ranger level to the mark. Once you do the mark is consumed by you and cannot be used again until you finish a long rest.