Base Class: Ranger
Trophy Seekers search out the most formidable monsters that they can take on and weave the stories of their greatest conquests together to create a powerful legend.
Trophy Seeker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Trophy Seeker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Trophy Seeker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | charm person |
| 5th | branding smite |
| 9th | haste |
| 13th | wall of fire |
| 17th | hold monster |
Heroic Ridicule
At 3rd level, you have learned to gather an audience by barbing your quarries with a string of humorous insults and comebacks. You learn the Vicious Mockery cantrip, it counts as a Ranger spell for you. You can cast it as a reaction instead of making an opportunity attack.
Trophy Collection
When you or a non-hostile creature kills a creature you can see that is at least one size larger than you, you may claim a trophy from it as an action during the next 1 hour. Your may have a number of these trophies up to your proficiency bonus at one time. You may expend a trophy to use one of the following abilities:
- Spinner of Yarns - Tell a creature the story of how you defeated the beast and hand them the trophy you collected. You have advantage on Charisma checks against them for the next hour.
- Skull of Your Enemy - Use the trophy as a weapon. As bonus actionc you may add your wisdom modifier to attack rolls you make against one creature you can see within 60ft for 1 minute.
- Globetrotter -Leverage the trophy into your next adventure. At the end of a long rest you may expend a trophy to exchange up to one Favored Enemy and up to one Natural Explorer choice with another from the list.
Bonus Proficiencies
You gain proficiency in Performance and your choice of Acrobatics, Intimidation or Animal Handling.
Acrobatics
Acrobatics
Animal Handling
Animal Handling
Intimidation
Intimidation
Artful Twist
When you become grappled you may use a bonus action on your next turn attempt to break the grapple. You may use this ability a number of times equal to your charisma modifier times per day and regain all expended uses after a long rest.
Flashy Tactics
At 11th level, you have honed the art of making your fights more thrilling to watch. Once on your turn you may do one of the following as a bonus action:
- Step Back - Immediately after hitting a creature with a melee weapon attack, move 10 ft. directly away from it without provoking an opportunity attack from it and make a ranged weapon attack against it. If you move further away from it on your turn, it may use its reaction to make a melee attack against you, even if you are not in its reach.
- Charge In - Immediately after hitting a creature with a ranged weapon attack, that is within a distance less than or equal to your remaining movement for the turn move directly towards it until it is within your reach and make a melee weapon attack against it.
Movement used in this way counts against your normal movement for the turn. You are able to draw and stow weapons as necessary to make these attacks as part of the bonus action.
Felling Blows
When attacking a creature at least one size larger than you that is missing any of its hit points with a weapon attack, you score a critical hit on an 18, 19, or 20 on the die roll.
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