Ranger
Base Class: Ranger

Far from the suave, composed nature of professional assassins or crafty thieves, you have abandoned part of your civility and embraced the beast within. Those that take on the mantle of this archetype use their animalistic nature to hunt and eviscerate their targets with little mercy. Typically hired by those who wish less for a discrete assassination and more of sending a message, a Predator is the perfect rogue to demonstrate the dangers that lurk in the shadows.

Predator Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

Primeval Guardian Spells
Ranger Level Spells
3rd Disguise Self
5th Web
9th Fear
13th Greater Invisibility
17th Dominate Person

Predator Reflexes

At 3rd level you have an advantage on initiative rolls, and proficiency in stealth.
Additionaly you have a proficiency in survival checks

Feral Leap

At 7th level, if you move your full movement, you can use a bonus action to leap up to half your speed, vertically or horizontally. If you land in the same space as a creature, it must make a Strength saving throw equal to 8 + your Proficiency + your Dexterity or Strength modifier (your choice). On a failed save, it is knocked prone to an open space of your choice within 5ft. On a success, you leap off the creature, landing in an open space of your choice within 5ft.

Arachnid Climb

Also at 7th level, you gain climbing speed od 30 feet. If you already have 30, or more climbing speed, you can add 10 feet.

Brutal Savagery

Beginning at 11th level, if you attack a creature and hit, you can use a bonus action to frighten someone with your brutality. When you do so, any creature that you can see within 20 feet of you, which can see or hear you, must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength, or Dexterity modifier) or be frightened of you until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature only once per a long rest.

Natural Weapons

At 11th level, you grow pair of natural weapons. You can use your bonus action to make an unarmed attack. This attack deals 2d4 slashing, piercing or bludgeoning damage, depending on your natural weapon.

Blood Frenzy

Starting at 15th level, you can go into a blood fueled frenzy. When you reduces a creature to 0 hit points with an attack on your turn, you can immediately use your Feral Leap feature (without using your full movement) and make one attack. Also this attack deals additional 2d4 damage.

Previous Versions

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3/21/2022 9:17:21 PM
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