Ranger
Base Class: Ranger

Rangers who follow the Hunt do not merely track prey, they become the chase. The Stalker of the Hunt draws power from fear, momentum, and the primal thrill of pursuit. Once marked, prey rarely escapes. This subclass leans into the relentless tracking of a hunting apex predator, while using fear as a weapon to stun the pray mentally.

Those who walk this path sometimes forget where the Hunt ends and the hunter begins. In time, the distinction may stop mattering altogether.

Level 3: Level 3: Embrace the Chase

The moment prey becomes aware of you, the Hunt has already begun. Fear sharpens your senses, quickens your breath, and pulls you forward like a hook in your chest. Running only makes it worse.

You always have Hunter’s Mark prepared, and it does not count against your spells known.

When you cast Hunter’s Mark, the target has disadvantage on the first saving throw it makes against being frightened by you before the spell ends.

If the marked creature moves more than 20 feet away from you on its turn, you gain advantage on the next attack you make against it before the end of your next turn.

Level 3: Level 3: Scent of Fear

Terror has a smell. Sweat, blood, panic — to you, it paints a trail brighter than torchlight. Once fear takes hold, no distance or darkness can truly hide the hunted.

You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that is frightened of you or that you have damaged within the last minute.

You can track such creatures at a normal pace while traveling stealthily.

Level 7: Level 7: Relentless Momentum

You do not tire when the chase stretches on. Each desperate burst of speed from your prey only feeds the rhythm of pursuit, drawing you closer with every step they take.

When a creature marked by your Hunter’s Mark Disengages, its speed is reduced by 10 feet until the end of its turn.

When it Dashes, you may use your reaction to move up to half your speed toward it.

You can use this reaction a number of times equal to your Wisdom modifier per long rest.

Level 7: Level 7: Predator’s Poise

Fear is a tool, not a weakness. You have stood too long on the other side of terror to be shaken by it now, when dread rises, you meet it with steady breath and sharpened intent.

You have advantage on saving throws against being frightened.

Level 11: Level 11: Manifest Terror

Sometimes the Hunt must be seen. When you choose, the mask slips, just enough for your prey to understand what follows them, and why escape was never an option.

As a bonus action, you can force a creature marked by your Hunter’s Mark to make a Wisdom saving throw (DC equal to your spell save DC).

On a failed save, the creature is frightened of you until the end of your next turn, and its speed is reduced to 0 while frightened this way.

On a success, the creature is immune to this feature for 24 hours.

Level 11: Level 11: Blood in the Water

Fear makes wounds deeper. The moment prey falters, every strike lands heavier, guided by instinct older than reason and far crueller.

You deal an additional 1d8 weapon damage to frightened creatures.

Level 15: Level 15: There Is No Escape

At the height of the Hunt, choice itself becomes a weapon. Freeze and be claimed, or flee and feel the price of defiance tear through your mind. Either way, the chase ends here.

When a creature frightened of you starts its turn within 30 feet of you, it must either remain frightened and have its speed reduced to 0, or immediately end the frightened condition and take 4d10 psychic damage.

Level 15: Level 15: Unnatural Pursuer

The land bends to your pursuit. Thorns part, shadows fail, and obstacles lose meaning as the Hunt carries you forward, always just close enough to be felt.

You can move through nonmagical difficult terrain without extra movement cost.

Creatures do not gain advantage on attack rolls against you due to being unseen while you are pursuing a creature marked by your Hunter’s Mark.

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