Base Class: Ranger
The way of the Tracker requires a keen eye and unwavering patience, the ability to follow your enemies to the ends of the earth and slay powerful creatures who hide in the shadows. They know the land and use the terrain to their advantage, knowing how to survive in the wild and forage for useful supplies. They rely upon accurate and calculated strikes as opposed to brute force and mark their enemies with their strike, never failing to find and take down their prey.
Tracker's Mark
At 3rd level, you can mark an enemy for up three turns which can have a variety of effects. you can only mark one enemy at a time and can only use your mark three times per long rest, the effects of your mark can also be changed during a long rest. at level 6 tracker's mark no longer uses an action.
Mark of Fury
The enemy has been marked for the hunt, until the mark is removed the creature takes an extra 1d6 damage when you hit a creature with a weapon attack. this damage will also increase with your level going to 2d6 at level 7, 1d10+5 at level 11 and 3d6 at level 15
Mark of Instinct
When a creature is marked, you learn about all of its features including its AC, Health, Vulnerabilities, Weaknesses and Abilities. This continues even if you can not see the creature anymore, this effect is continual until the creature rolls a wisdom saving throw equal to you wisdom ability score. this also will gain additional effects as you walk the path of the tracker, at level 7 this mark does 1d4 of psychic damage every turn until it is removed, at level 11 the mark gives you advantage on any attacking actions and at level 15 the mark gives your party advantage on all attacking actions.
Mark of Retribution
When a creature you have marked hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided you can see it, the effects of this reaction also scale with your level, at level 7 the creature is also pushed away 5ft in the horizontal direction of your choosing, at level 11 this increases to 15ft and at level 15 there is a 50% chance that the creature you push away is forced into prone.
Swift
At 7th level, You gain an additional movement speed and an additional attack action, at 11th level, you gain swimming and climbing movement, at level 15 you gain +2 to your initiative
Tracker's Aegis
At 11th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Parry
When a creature attacks with a weapon, you may deflect the attack away from yourself costing 1 bonus action, after rolling a hit DC, if it is higher than your own AC the action is successful.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Tracker's Vigor
As a bonus action once per day the Tracker can add temporary hit-points to themselves equal to 2d8 plus their constitution modifier
Previous Versions
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8/21/2024 12:06:44 PM
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