Base Class: Ranger
Your instincts are that of the hunter, whether it be due to a treacherous upbringing, a natural gift, or maybe time served in a rangers conclave you have the heart of the Arboreal. You are a well-traveled hunter who knows these lands better than the back of their bow. You might travel the world in search of a great beast, or perhaps you've retreated to the wilds to find yourself after a terrible tragedy. Whatever brought you to the skirmish of the wilds, you tend to the natural order with your skills as a hunter.
Skirmish Proctor
Starting at 3rd level, you become a warrior of the skirmish. Whenever you mark a creature using your Favored Foe class feature you deal an additional die of damage if you are more than 30 feet away from that creature. This bonus increases by an additional die at 11th level, and again at 19th level.
Arborist Sight
At level 3, you hone your instinct to hunt. You gain darkness out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. Additionally, Whenever a creature you can see exits the normal range of your ranged weapon you can use your reaction to make an attack of opportunity on that creature.
Adaptive hunter
At 7th level, you learn to adapt to finish the hunt. Whenever you complete a long rest you can choose to gain proficiency in any ability check you currently do not have proficiency in. In addition, whenever you deal damage to a creature no closer than 30 feet to you, you deal an additional point of damage for every 5 feet above 30 they are away from you.
Path bound
At 11th level you gain the ability to traverse effortlessly through the lands to complete the hunt. Whenever you are in combat and are unseen by an enemy you can see your movement speed increases by 15 feet. If you deal damage to a creature while this benefit is active you lose these benefits, but you deal an additional amount of damage equal to the distance between you and that creature halved.
Fade Away
Starting at 15th level, you become a bastion of the hunt. You can cast the spell Invisibility without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast the spell on yourself it does not require concentration and does not end when you first make an attack. Instead, the spell ends once you have dealt damage to two different creatures.







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