Base Class: Ranger
"...before the man knew it, he had been shot, hogtied, and turned in to the guards before he had even started bleeding!"
- Ygard Trovis, Captain of the Starband
The thought that usually comes to mind when ones says "Ranger" is one of a wise archer, protecting the wilds from strange and otherworldly threats. But the Headhunters, are different. These deadly hunters share the moniker of ranger only in name, for they use their ability, whether earned or attained at birthright, to track down a quarry. These bounty hunters gain information, traverse cities, and hunt the humanoids of the galaxy for coin and fame. They are quicker than near any that comes toward them, but the strangest part is that they are most comfortable in the urban environment. Likely even better within one than away from it, these Headhunters use the city to their advantage, tracking down targets quickly when caught in the streets. Headhunters are intelligent, fast, and most of all deadly.
Headhunter Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Headhunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Headhunter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Entangle |
| 5th | Hold Person |
| 9th | Clairvoyance |
| 13th | Locate Creature |
| 17th | Wall of Force |
Quickdraw Combatant
At 3rd level, you move just a little faster than your quarry, which gives you all the advantage you need. You may add your proficiency bonus to initiative rolls. Additionally, you gain a 5 ft. bonus to your walking speed.
Urban Hunter
At 3rd level, your skills are honed to hunt not in the wilds, but wihin the walls of a city. Within an urban environment you have advantage on all Strength(Athletics) and Dexterity(Acrobatics) checks made to maneuver the environment or climb, as well as advantage on all Wisdom(Perception) and Intelligence(Investigation) checks made to locate an object or creature.
Arcane Tracker
At 7th level, you are an arcane master of tracking and obtaining your quarry. Whenever you cast a spell at an object or creature, regardless of if the spell succeeds, you can choose to apply an Arcane Tracker (requires no action).
- If the target of the Tracker is an object, you always know the direction toward the object and can tell if it has been broken, dispelled, or otherwise tampered with.
- If the target of the tracker is a creature, it cannot gain advantage on attacks against you, and you always know the direction to the target. Additionally, when this creature is within 30 ft. and makes an attack, You may use your reaction to immediately move your walking speed and make an attack against it.
Your Tracker lasts until you dismiss it or you apply it to another creature or object. Your Arcane Tracker counts as a spell for the purposes of Dispel Magic and Detect Magic, and the spell level is equal to half your Ranger level, (maximum of 9th level spell). Once you use this feature, you can’t use it again until you finish a short or long rest.
Initial Flurry
At 11th level, your speed in combat can clear the room in the blink of an eye. On your first turn in combat, You can now use Initial Flurry action, allowing you to make a single attack against a number of creatures within 20ft. Additionally, once you use Initial Flurry action, you don't provoke opportunity attacks until the end of your turn. The targets of your Initial Flurry are limited to these prerequisites:
- The number of targets is limited to an amount equal to your proficiency bonus.
- The targets must go after you in initiative order.
Unstoppable Predator
At 15th level, your hunting prowess is fully mastered. If the target of your Arcane Tracker is a creature, your weapon attacks now deal additional damage equal to your Wisdom Modifier (Minimum of +1). Additionally, if the target of your Tracker enters within 30ft. of you, ( unless you are incapacitated), the target must succeed a Wisdom Saving throw equal to your Spell save DC. On a failed save, the creature is Frightened until the start of its next turn.
Previous Versions
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5/28/2022 7:23:50 AM
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