Ranger
Base Class: Ranger

A revised hunter subclass for the ranger

Hunter Magic

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

Hunter Spells

3rd Level Shield

5th Level Branding smite

9th Level Haste

13th Level Freedom of Movement

17th Level Freedom of the Winds 

Hunter's Arsenal

At 3rd level, you can master a weapon very quickly in order to adapt to different prey. By spending 1 hour of light activity practicing with a weapon, it becomes a hunting weapon until the beginning of your next long rest.

The weapon used must be either a melee weapon lacking the two handed  special properties or thrown property, a ranged weapon with which you are proficient or a thrown weapon. 

Melee Weapons

Melee weapons gain the following properties:

  • You gain +2 to your armor class if you are weilding this weapon and you are not using a shield
  • The weapon gains the light and finesse properties if it does not already

Ranged Weapons

Ranged weapons gain the following properties:

  • You gain a +1 bonus to your armor class if you are weilding this weapon and you are not using a shield
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with this weapon

Thrown Weapons

Thrown weapons gain the following properties:

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your thrown attack rolls with this weapon
  • The weapon gains the light and finesse properties if it does not already
  • The weapon returns to your hand after you make an attack with it

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice. You can choose a different feature when you finish a long rest.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice. You can choose a different feature when you finish a long rest.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being frightened.

Multiattack Enhancement

At 11th level, you can replace one of your attacks as part of your attack action with a special attack. You can only do this special attack once per turn. You can choose a different special attack when you finish a long rest.

Volley

 You can make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice. You can choose a different feature when you finish a long rest.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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