Base Class: Fighter
The Tracker is a fighter subclass that specializes in using their knowledge of their surroundings to gain an advantage in combat. They are experts in navigating treacherous terrain and are skilled in survival and stealth. Trackers are at their best when fighting from range, using their archery skills to take down their enemies from a distance. They are also adept at quickly assessing a situation and adjusting their tactics accordingly. Trackers are able to move quickly and efficiently through any environment, making them ideal for reconnaissance and hit-and-run tactics. Their natural affinity for the wilderness makes them indispensable in any outdoor setting, and their ability to blend in with their surroundings can often catch their enemies off guard. With their keen senses and exceptional tracking abilities, the Tracker is a formidable fighter that can quickly turn the tide of battle in their favor.
Scouting Instincts
Starting at 3rd level, your time spent in the wilderness has sharpened your senses. You gain proficiency in Wisdom (Survival) and Dexterity (Stealth) skills. In addition, when you make a Wisdom (Survival) check to track creatures, you can move at a normal pace while following the tracks.
You can also use an action to learn basic information about the creatures you are tracking, such as their numbers, average speed, size, and how far ahead of you they are.
Hunter's Eye
Your keen senses have been honed by years of tracking prey. You gain proficiency in the Wisdom (Perception) and Wisdom (Insight) skills.
Additionally, you can add your Wisdom modifier to attack rolls with ranged weapons.
Steady Aim
At 7th level, you have learned to steady your aim, allowing you to make more precise ranged attacks. As a bonus action on your turn, you can choose to steady your aim. If you do so, you gain advantage on your next ranged attack roll that you make before the end of your turn. Additionally, if you hit a creature with that attack, you deal an extra 1d8 damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Evasive Maneuvers
At 10th level, you have learned to use your agility and cunning to avoid danger. You gain proficiency in Dexterity saving throws, and you can use your reaction to move up to your speed without provoking opportunity attacks when an enemy misses you with a melee attack.
Deadly Ambusher
Starting at 15th level, you have mastered the art of surprise attacks. When you attack a creature that is surprised, your attack roll automatically succeeds and the attack deals max damage. You can use this feature a number of times equal to your Dexterity modifier, and you regain all expended uses when you finish a short or long rest.
Master Tracker
At 18th level, you become the ultimate hunter. You gain advantage on Wisdom (Survival) checks to track creatures, and you can use your action to gain additional knowledge about the creatures you are tracking, such as their strengths, weaknesses, and habits. In addition, you can move through difficult terrain at normal speed while tracking creatures.
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