Ranger
Base Class: Ranger

For most of us, monster is an all-encompassing term that covers everything from orcs to black puddings. For you, a Monster Hunter, the word refers to a very specific type of creature. They're abominations that have come about as the result of some magical or divine tinkering along the way. They're Evil, if not themselves aware of it, then their deeds surely show this to be true. 

Think of a manticore, a cockatrice, an ancient red dragon - foul beings that came into existence due to the whim of an Evil god or goddess. The result of a corrupt wizard's experimentation with things better left alone. 

It's a good deed to rid the world of these things, but it's also good sport, and you see no problem with furnishing your trophy room with prizes taken along the way.

If you save a village from a terrorizing beast, or bring a mother's child back to her safe and sound, then all the better. But they can keep the medals, keys to the city, the accolades. You're in it for the thrill of the hunt and the heads on the wall. You like the feel of a rakshasa fur rug under your bare feet and knowing how it got there. That's the life of a Monster Hunter and you aim to be the best there's ever been. 

You might use the bow from time to time, but the weapons of choice for a Monster Hunter are those that cleave and slash. You may choose to be a dual-wielding tempest or a great weapon master, carving your enemies with a greataxe or sword. Just remember - you can't behead a monster with an arrow.

You will be given a few spells along the way to help you on your mission. Some abilities you'll also gain for the important work ahead. Use them wisely. A scorched head doesn't go on a wall; it goes to the vultures.

Bonus Proficiencies

Tracking is an important part of your work and, to that end, you are granted twice proficiency with Wisdom (Survival) and Wisdom (Perception).

Observant Feat

Starting at 3rd level, to further enhance your tracking ability, you gain the Observant feat. 

Tempest or Cleaver

Starting at 3rd level, you choose a path down which you wish to go with your fighting style: the Tempest or the Cleaver. 

The Tempest is a dual-wielding whirlwind of metal focused on Dexterity and finesse.The Cleaver is all about brute strength and the might behind the blows.

The Cleaver

You gain a +1 bonus to your STR score and Advantage on STR ability checks. 

The Tempest

You gain a +1 bonus to your DEX score and Advantage on DEX ability checks. 

Favored Type

Starting at 7th level, you have a near encyclopedic knowledge of a certain type of creature. This is in addition to your Favored Enemies. Choose between aberrations, beasts, dragons, fey, fiends, giants, monstrosities, or undead. You can recall everything knowable about the individual creature types that make up your selection and gain a +2 bonus to hit and damage when attacking a creature of that type. 

Aberrations

You gain a +2 bonus to hit and damage against these creatures. 

Beasts

You gain a +2 bonus to hit and damage against these creatures. 

Dragons

You gain a +2 bonus to hit and damage against these creatures. 

Fey

You gain a +2 bonus to hit and damage against these creatures. 

Fiends

You gain a +2 bonus to hit and damage against these creatures. 

Giants

You gain a +2 bonus to hit and damage against these creatures. 

Monstrosities

You gain a +2 bonus to hit and damage against these creatures. 

Undead

You gain a +2 bonus to hit and damage against these creatures. 

Spider's Prey

Starting at 7th level, you gain the ability to cast the Web spell three times per long rest to help you ensnare your quarry.

Necessary Force

Starting at 7th level, your weapon strikes inflict an additional 1d8 + your WIS modifier force damage on a successful hit. This scales to 2d8 + your WIS modifier at 11th level, 3d8 + your WIS modifier at 15th level, and 4d8 + your WIS modifier force damage at 19th level. 

Elemental Damage Resistance

 Starting at 11th level, you gain resistance to all natural and magical elemental damage effects: acid, cold, fire, lightning, and thunder damage. 

Supernova Strike

Starting at 15th level, you can designate an attack to be a Supernova Strike with a -5 to hit but that, if successful, does double critical damage to your opponent (a regular critical damage roll thats result are then multiplied by two). This ability can be used twice per long rest and the use only counts against that number if it's successful.

Hunter's Vision

Starting at 15th level, your hunter's senses have become so keen that you have gained the Truesight sense with a range of 120 feet.

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