When you take the Mark action against a creature, you learn the creature's vulnerabilities, resistances, and immunities.
You are immune to the surprised condition unless you roll a 1 on the initiative roll.
When a friendly creature within line of sight or earshot rolls initiative, you can roll for that creature instead.
You can take an action against a marked target to gain advantage on attack rolls made against it until the end of your turn.
You can take the Mark action as one action, and its duration increases to 1 minute. Moreover, when you take the Attack action against a creature marked by you and hit, you deal an additional 1d4 of the weapon's damage. The additional damage die increases by one size as a level 5 (1d6), 9 (1d8), 13 (1d10), and 17 (1d12) ranger.
Your walking speed increases by 10 feet, and your size counts as one size larger when determining your carrying capacity.
You can take two tasks as part of the Journey action. Moreover, you can't become lost except by magical means.
You gain one Barbarian Feat, Fighter Feat, Guardian Feat, or Monk Feat of your choice.
You gain a climbing speed equal to your walking speed. Moreover, you can take a reaction to halve falling damage and to not fall prone, provided you are not unconscious.
While in an attuned environment, you are imbued with the locate creature spell as a ranger spell and its range increases to 6 miles.
While in an attuned environment, you have advantage on skills checks related to that environment and on saves to resist environmental hazards, extreme weather, fatigue, and traps. Moreover, you and your company have advantage on Stealth checks when you take the Stride task as part of the Journey action.
While in an attuned environment, when you and your company take the Recuperate Hit Points of the Rest action, you regain an additional number of hit points equal to your Wisdom modifier for each hit die expended, provided you are not unconscious.
While in an attuned environment, you can take the Magic action to gain temporary hit points equal to your Wisdom modifier.
While in an attuned environment, you and your company can finish a short rest in 10 minutes, instead of 1 hour.
While in an attuned environment, you can take the Hide action as one action, and you have mastery in the Stealth skill.
While in an attuned environment, you and your company gain an additional 10 feet of movement speed.
While in an attuned environmen, you can take an action to become invisible along with any object you are carrying until you take an action.
While in an attuned environment, you ignore any passive Perception or passive Stealth penalties related to other creature's size, and other creature don't have any passive Perception or passive Stealth bonuses related to your size.
While in an attuned environment, you and your company are immune to the surprised condition.
You can add your Wisdom modifier to any Strength or Dexterity saving throw you make, provided you are not unconscious.
You can take the Magic (Attune) action to touch a friendly beast with a level of 1 or lower that is medium or smaller and attune to it. While attuned to a beast through this feature, it becomes your Primal Companion.
You gain proficiency with heavy armor. Moreover, when you take the Attack action, you can use Wisdom for the attack and damage rolls.
You have advantage on Investigation, Perception, and Survival checks.
You learn Druidic and you gain one Druid Feat of your choice. Moreover, all druid cantrips are added to your ranger spells list.
You can add your Wisdom modifier to your death saving throws. If the roll total is 20 or higher, you gain the effects of rolling a 20 on the d20.
You can take the Magic (Attune) action for 8 hours and choose one level 1 ranger spell that has a casting time of two or one actions from your runicbook. You are imbued with the chosen spell.
You can add your Wisdom modifier as your choice of cold, fire, lightning, poison, or thunder damage to the damage of any ranger cantrip you cast.