Ranger
Base Class: Ranger

Headhunter is party's mid to close range skirmisher, whose primary role is to deny enemies cover and safety. Utilizing throwing weapons over bows and crossbows, they have ability switch positions in battlefield quickly. Claiming heads of their enemies and throwing their weapons around corners, there is nowhere to run once headhunter has chosen his target. Do not expect to live long and peaceful life if you bring wrath of these wild land warriors upon yourself.

Curved Toss

At level 3, your character learns to magically guide his thrown projectiles, removing long range disadvantage from thrown weapons.
 Additionally as attack action, your character learns to attack enemies whose position they know but cannot directly see. Your target throws dexterity saving throw against Ranger spell save.
 Enemies position can be known trough spells and abilities that mark the target or if their position is announced to headhunter by allied characters.

Claim Head

At level 3, after succesful attack, you can spend your bonus action to mark enemy for 1 minute. Your character senses marked foe magically.
 Additionally marked target takes 2d4 additional weapon damage from thrown attacks and 3d4 additional weapon damage from melee attacks. Only one target can be marked at a time. You have 2 charges of Claim Head, and you can recover these charges with short and long rest.

 You gain additional 1d4 damage die at levels 7, 11, 15 and additional charges at level 7, 15
at level 11 the additional damage is turned into magical weapon damage.

Behead

At level 7, your character becomes capable of displaying extreme brutality in the battlefield. You gain proficiency in intimidation which turns into expertise against any enemy that witnesses beheading.
 You can behead your enemy during the same round you have killed said enemy, requiring either extra attack or bonus action to complete this action.
All enemies in 30 feet radius who can see the beheading roll Wisdom Saving Throw against Ranger spell save. On failed save, enemies become frightened of you for 3 rounds.
 at level 15 you can use this feature as part of your killing attack.

Imbued Guidance

at level 11, Your character learns to imbue their weapons with magic, further enchanting thrown attacks. Increase your current damage die by d2 (d4 becomes d6 and so forth)
Your thrown attacks ignore half and 2/3 cover.
 Additionally your character learns to bounce their thrown attacks off targeted enemies and surfaces, allowing you to choose additional target in 25 feet radius from primary target. can be used once per round.

Fervor of the Hunt

At level 15, Your characters bloodthirst for his targets become ferocious, granting additional 20 feet movement speed while moving towards marked targets.
 Additionally you have 2 active charges that last for 1 round. During active fervor, any hits you land on marked target becomes critical hit.
You recover all charges after a long rest.


 Any damage die granting effect or spell counts as a mark for this ability.

Ranger Subclass Headhunter Image

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