Base Class: Ranger
A hunter of a new age, this subclass is from a world covered in vast oceans with monetarist beast of the sea as a resort of these beast a new type of hunter was born. This hunter can be confused for pirates but they have a code, this code keeps these men and woman from becoming what they hunt. This hunters have spent most of their life on ships sailing and using canons and ballista to kill monsters. As a result they have proficiency in water vehicles, canons and ballista's.
Hunter's Reflex
At 3rd level, you gain the following feature Hunter's reflex.
Hunter's reflex
When a Large or larger creature within 20 feet to 60 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.
Beast Companion
At 7th level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 2 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favoured terrain with only the beast, you can move stealthily at a normal pace.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
MultiShot
At 11th level, you gain one of the following features of your choice.
Blast Shot
You can use your action to make a ranged attack against any number of creatures that are within 15 feet of each other, when you use this feature one arrow has a explosive on the end of it, all chosen creatures must make a DC 16 DEX save or take 4d8 force damage and half as much on a successful one.
you must complete a short or long rest to use this again.
Piercing Shot
You can use your action to make a ranged attack against a creature with a arrow made to pierce any armour. this attack deals double damage on a hit and triple on a crit. The damage dealt is that of a normal arrow, unless there is another rule or ability stating other wise. (E.G. arrow is shot from a bow that says that arrow is set on fire, the fire also follows the same rule as this ability.)
you must complete a long rest to use this again.
Hunter's Trap
At 15th level, you gain one the ability to make a whirlpool by a single shot of your bow. When you use this feature if it hits a monster of large or bigger size all movement is reduced to zero if it is flying or on a wall it falls on to the floor, on each of its turns it can make a STR save DC 16 on land, DC 17 in water to escape, as long as it is in this effect the monster has disadvantage on melee attacks and anything to do with movement such as dogging, braking grapple and DEX saves.
You must complete a long rest to use this feature again.
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