Ranger
Base Class: Ranger

The Venator is a martial class that specializes in target suppression and rush down tactics. With a unique blend of predator's mark, bestial synergy, and combat flexibility this battlefield controller stalks it's prey with superior awareness.

Coveted Prey

Your Hunter's Mark has evolved. Now, the spell designates a creature as your Coveted Prey. As a bonus action, choose a creature you can see within 120 feet. For 1 minute (or until it drops to 0 HP), you gain the following benefits:

  • Your weapon attacks against it deal an extra die of psychic damage.
  • You have advantage on Wisdom (Survival) and (Perception) checks to track or spot it.
  • You can make an opportunity attack against your prey if it moves more than 20 feet in a turn, even if it does not provoke normally.

You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses on a long rest.

Apex Strike

You learn to channel martial instincts into specialized stances. As a bonus action, you may enter one of the following Apex Arts. You remain in a stance until you are incapacitated or change it, for a free action at the start of your turn. Choose 3 from below:

Mistprowler's Gait

When you take the Hide action or start your turn unseen, your movement speed increases by 10 ft. The first attack you make from hiding deals an extra 1d8 psychic or poison damage (your choice).

Moonveil Shroud

While standing still or taking the Dodge action, you count as heavily obscured to creatures more than 20 feet away. Enemies that move within 10 feet of you while hidden must succeed on a Wisdom (Perception) check vs your passive Stealth + Spellcasting modifier or remain unaware of you.

Oreplate Fortitude

You gain +1 HP per level at the start of each round and resistance to the prone condition. When you are reduced to 0 HP but not killed outright, you may instead drop to 1 HP once per long rest.

Pack Focus

While within 10 ft. of an ally or companion beast, you gain +1 to attack rolls, and creatures you both strike in the same round take +PB additional damage. You may use your reaction to impose disadvantage on an attack against an adjacent ally once per short rest. 

Pinch Ferocity

While you are surrounded by 2 or more hostile creatures within 10 ft., you gain +1 AC and advantage on Strength saving throws. Once per long rest, you may make an Intimidation check as a bonus action to frighten all creatures within 10 feet until the end of your next turn (WIS save negates).

Ravager's Reach

You gain +PB to weapon damage rolls against creatures that are missing HP. Once per turn, when you deal damage to a creature at half HP or less, it suffers a -2 penalty to attack rolls until the end of its next turn.

Razorwind Stride

When you Dash, you may make a melee or thrown weapon attack as a bonus action. Creatures you pass by during the Dash (within 5 feet) have disadvantage on opportunity attacks until the start of their next turn

Sunpiercer's Gaze

When you roll a natural 18 or 20 on a weapon attack, the hit is treated as a critical and the creature must make a Constitution save or be blinded until the end of its next turn. You may reroll 1s on ranged weapon damage rolls.

Vital Companion

Choose a CR 1/2 or lower beast, fey, monstrosity or plant stat block. It gains the following bonuses:

  • Its hit point maximum becomes 5 × your ranger level or the creature's original maximum, whichever is higher.
  • It uses your proficiency bonus and adds your Wisdom modifier to its attack and damage rolls.
  • You may use your bonus action to command it to attack. Otherwise, it takes the Dodge action.

At 9th level, your companion evolves into a CR 3 creature and a CR 7 creature at 15th level. If your companion drops to 0 HP, you can revive it with a 10-minute ritual or summon a new one over a long rest.

Vital Senses

  • You gain blindsight to a range of 20 feet and tremorsense within 10 feet.
  • You have advantage on saving throws against illusions and being blinded.

As a bonus action, you can choose one creature you can see within 120 feet. Until the end of your next turn, you learn:

  • its current HP
  • one resistance or immunity it has
  • whether it is under the effect of any spell

You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining expended uses on a long rest.

Apex Ascension

Your Apex Arts reach peak refinement. Choose one of the following upgrades:

Fang of Dominion

Your Coveted Prey takes an extra 1d8 damage from your weapon attacks (on top of previous bonuses).

When you score a critical hit against Coveted Prey, it must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + Wisdom modifier) or be stunned until the start of its next turn.

 

Pack Vitality

Both companions act independently but share a single command (you command both with one bonus action).

When you cast a spell targeting one, it affects both if they are within 30 feet of each other.

Vital Reverie

When your Coveted Prey attempts to leave your weapon’s range (via teleportation, movement, or being forced), you may use your reaction to:

  • Instantly move up to your full speed toward the creature without provoking opportunity attacks.
  • Make a weapon attack as part of the same reaction.

Additionally, attacks by you or allies within 30 feet of your Coveted Prey gain a +1 to Critical Hit range. This stacks with other sources.

Lastly, whenever your Coveted Prey dies, you and your allies regain HP equal to twice your ranger level.

Apex Visage Deployment

At 3rd level, your training as a Venator grants you access to a specialized exo-frame known as the Apex Visage Armor—a modular suit of ultra-light, reactive combat plating designed to integrate with your unique physiology, combat style, and sensory field.

Once per long rest, you may summon your Apex Visage Armor as an action. The armor materializes around you in a flash of kinetic aetherics, altering your base defense and expanding your utility options. You may also don or doff the armor during a short rest as long as you are not incapacitated.

Base Benefits (while wearing the armor):

  • You ignore the Loading and Reload properties of weapons tagged [Compatible Weapon System].
  • You may install and use Apex Visage Modules (max 1, increasing to 2 at 7th level, 3 at 13th, 4 at 17th).
  • You gain proficiency with Smith’s Tools or Egocraft Tools if you do not already possess it.

Frame Swapping Rules: You may change your frame during a long rest while having access to tools, a Forge Core, or an Apex Visage Tech Console. Frame-specific bonuses remain active as long as you’re wearing your Apex Visage and haven’t changed frames.

 If you already have natural armor or a unique AC formula, you may choose to replace it with the Apex Visage’s AC while active.

Silvershard Armor

Function: Stealth, sensory dominance, rapid repositioning Visual Theme: Narrow silhouette, noise-canceling plating, cloaked emitter vents

Modifications:

  • Base AC: 16 + Dex (max +2)
  • Speed: +10 ft.
  • Ghost Protocol: If you begin your turn hidden or invisible, your next weapon attack deals +1d8 extra damage and does not reveal your position.
  • Flickerstep: You may teleport 15 feet as a reaction when hit by an attack.

Usable PB times per long rest.

Bonus Module Access: You can have one additional Module active, but it must be from the Stealth, Mobility, or Infiltration categories (e.g., Neural Flicker Drive, Smoke Weave Dispenser).

TitanWall Armor

Function: Frontline pressure tank, powered strikes, and AoE disruption Visual Theme: Bulkier pauldrons, power-vented joints, tactical recoil plating.

Modifications:

  • Base AC: 18 (no Dex bonus)
  • Speed: Normal (no bonus)
  • Temp HP Generator: When you summon this frame, gain temporary hit points equal to 5 * your Venator level.
  • Crushing Entry: The first time you move 10+ feet and strike a creature with a melee weapon on your turn, the target must make a Strength saving throw (DC = 8 + PB + STR) or be knocked prone. Usable once per turn.

Bonus Module Access: You can have one additional Module active, but it must be from the Control or Defense category (e.g., Grav Pulse Core, Reactive Barrier Core).

War Halo Armor

Function: Tactical support, battlefield manipulation, versatility Visual Theme: Modular armature bands, arcanized kinetic array rings, psionic shimmer.

Modifications:

  • Base AC: 17
  • Speed: +5 ft.
  • Tactical Relay: As a bonus action, grant an ally within 30 feet a +1d4 bonus to their next ability check, attack, or save.
  • Surge Pulse (1/rest): As an action, unleash a 15-ft cone of destabilizing energy. Each creature must make a CON save (DC = 8 + PB + INT/WIS) or suffer disadvantage on attacks and saves until end of its next turn.

Bonus Module Access:

You may attune one Support or Psionic Module at no additional slot cost (e.g., Biometric Echo Array, Arc Surge Relay, Aether Channel Filament).

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