Base Class: Ranger
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
Hunter's Magic
The primal magics you've become accustomed to on the hunt conveys to you the following benefits;
Prepared Spells. You always have certain spells ready; when you reach a Ranger level specified in the Hunter Spells table, you thereafter always know the listed spells. These spells don’t count against the number of spells you know, and they follow the rules of this class’s Spellcasting feature.
Free Casting. You can cast one of your known spells from this feature without expending a Spell Slot, and you must finish a Long Rest before you use this benefit again.
Hunter Spells
|
Ranger Level |
Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Hunter's Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. When you mark a creature with your Hunter's Mark spell or with a Ranger feature of yours, you learn whether that creature has any Immunities, Resistances, and Vulnerabilities, and if the creature has any, you know what they are. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
Hunter’s Prey
Your tenacity can wear down even the most resilient foes. When you hit a creature that is missing any of its Hit Points with a Weapon or an Unarmed Strike as part of the Attack Action on your turn, the Weapon or Unarmed Strike deals an extra 1d6 damage if the target is Medium or smaller, and 1d8 damage if the target is Large or larger. A creature can only take this extra damage once per turn.
Hunter's Defense
At 7th level in this class, you have honed your senses and instincts to increase your overall survivability. Whenever a creature you can see hits you with an Attack Roll against you while your speed is greater than 0, you can use your Reaction to halve any damage you take from that attack (round down) and instantly move up to half your Speed without provoking Opportunity Attacks.
Hunter's Counter
At 11th level, you gain the ability to counterattack when your quarry tries to sabotage you. Once per turn when a creature you have marked by your Hunter's Mark spell or by a Ranger feature of yours forces you to make a Saving Throw, you can make one Unarmed Strike or Weapon attack (no action required) against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Hunter’s Retaliation
Beginning at 15th level, when you use your Hunter's Defense feature to halve the damage of an attack, you can redirect the damage you didn't take to one creature (other than the attacker) that you can see within 5 feet of yourself before or after you move as part of that Reaction.
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