Base Class: Ranger
Manhunters specialize in finding and capturing humanoids in rural and urban environments.
Urban Explorer
You may substitute urban environments for your favoured terrain, or choose it as your favoured terrain at 6th or 10th level.
Expanded Spell List
The following spells are added to your ranger spell list, when learning a new spell you may choose one of these spells, it counts as a ranger spell for you, and uses Wisdom as its spell casting ability:
1st level: charm person, command, sleep
2nd level: alter self, detect thoughts, suggestion
3rd level: haste, slow, tongues
4th level: resilient sphere, dimension door
5th level: arcane hand, dominate person
Improved Hunter's Mark
You gain the following benefits to your hunter's mark:
- you cast it without the verbal component and marked creatures are not aware of being marked.
- you have advantage on concentration checks to maintain it.
- you have advantage on grapple checks against a marked creature.
- your hunter's mark deals an extra 1d6 damage if you strike the marked creature with a melee attack while grappling them.
No Escape
At 7th level, when you hit a creature with an attack of opportunity its speed is reduce to 0 until the start of its next turn. If the creature has fewer hit points than you it must succeed on a Wisdom saving throw against your spell DC or be frightened of you until the end of your next turn.
Close Combat Expertise
At 11th level, you gain one of the following features of your choice.
Defensive Stance
When hit by a melee attack you can use your reaction to enter a defensive stance, adding +4 to your AC until the start of your next turn including against the triggering attack.
Grapple Master
You gain the following benefits:
- you can simultaneously grapple two creatures of size equal to or smaller than yourself, you cannot make weapon attacks while doing so.
- you have advantage on attacks against creatures you are grappling
- while grappling a single creature you can use an action to either make them restrained or hold them prone until the end of your next turn.
Multiattack
You can use your action to make one melee attack against any number of creatures within range, with a separate attack roll for each target.
Relentless Pursuit
At 15th level, if you are reduced to 0 hit points you can make a DC 10 Wisdom saving throw, on success you are instead reduced to 1 hit point and this feature cannot be used again until your next short or long rest.
Stubborn Resilience
At 15th level, you can use your reaction to gain advantage on any saving throw you are not proficient in. If you fail the saving throw when using this feature you have resistance to all damage resulting from the triggering effect/spell.
Previous Versions
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