Base Class: Ranger
Poachers, hunters of the underground. They care not for the morality of illegal hunting and revel in the skinning of their prey for coin. Masters of their craft, and dedicated to earn as much money as possible, Poachers are not to be taken lightly. They use their expertise to skin prey for protective and valuable pelts and those of arcane origin can even conjure bullets of pure magic to rend their targets in one shot.
Level 3: Hunter’s Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Level 3: Pelt Bearer
You gain one pelt when felling a monster type of your choice: Beasts, Celestials, Dragons, Fey, Fiends, Humanoids, or Monstrosities. Pelts of those with lower challenge ratings offer less gold when being sold, and is highly illegal.
Resistances: When wearing Beast Hide, you are resistant to cold damage. When wearing Celestial Hide, you are resistant to radiant damage and do not take fall damage. When wearing Dragon Hide, you are resistant to fire damage and piercing damage. When wearing Fey Hide, you have resistance to psychic damage. When wearing Fiend Hide, you are resistant to fire or poison damage. When wearing Humanoid Hide, you advantage on charisma (intimidation) checks. When wearing Monstrosity Hide, you are immune to the frightened condition.
Beast Hunter
You are qualified in poaching beasts: When dealing a weapon attack to a Beast add 1d8 damage of that type. When wearing Beast Hide, you are resistant to cold damage.
Celestial Hunter
You are qualified in poaching celestials: When dealing a weapon attack to a Celestial add 1d8 damage of that type. When wearing Celestial Hide, you are resistant to radiant damage and do not take fall damage.
Dragon Hunter
You are qualified in poaching dragons: When dealing a weapon attack to a Dragon add 1d8 damage of that type. When wearing Dragon Hide, you are resistant to fire damage and piercing damage.
Fey Hunter
You are qualified in poaching fey: When dealing a weapon attack to a Fey add 1d8 damage of that type. When wearing Fey Hide, you have resistance to psychic damage.
Fiend Hunter
You are qualified in poaching fiends: When dealing a weapon attack to a Fiend add 1d8 damage of that type. When wearing Fiend Hide, you are resistant to fire or poison damage.
Humanoid Hunter
You are qualified in poaching humanoids: When dealing a weapon attack to a Humanoid add 1d8 damage of that type. When wearing Humanoid Hide, you advantage on charisma (intimidation) checks.
Monstrosity Hunter
You are qualified in poaching monstrosities: When dealing a weapon attack to a Monstrosity add 1d8 damage of that type. When wearing Monstrosity Hide, you are immune to the frightened condition.
Level 7: The Gun
You gain a spectral firearm that envelops your ranged weapons. When landing an attack with a ranged weapon, you can infuse the attack with spectral energy. This deals an extra 5d8 force damage. However, your ammo is limited to 2 shots per dawn and increases as you level up.
3 shots at level 9, 4 shots at level 11, 5 shots at level 13, and 6 shots at level 15.
Level 11: Superior Hunter’s Prey
Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.
Level 15: Superior Pelts
The quality of your pelts have increased and so has you ability to retrieve them. Gain an extra bonus action. The previous abilities of the pelts remain, but also include:
- Beast Pelts give you immunity to cold damage and not consider mountains as rough terrain.
- Celestial Pelts now heal you 3d6 each turn while in combat.
- Dragon Pelts make you resistant to bludgeoning, piercing, and slashing damage from magical sources.
- Fey Pelts now allows triggers Wild Magic when you use a spell slot.
- Fiend Pelts now able to summon 2 Fiends at any given time with a challenge rating of 1 or less.
- Humanoid Pelts now give you 2 more resistances of your choice.
- Monstrosity Pelts now make The Gun deal 4d12 force damage instead of 5d8 and applies the frightened condition automatically. The condition ends on your next turn.
Beast Shredder
Beast Pelts give you immunity to cold damage and not consider mountains as rough terrain. Beast Hunter now deals 2d10 damage.
Celestial Shredder
Celestial Pelts now heal you 3d6 each turn while in combat. Celestial Hunter now deals 2d10 damage.
Dragon Shredder
Dragon Pelts make you resistant to bludgeoning, piercing, and slashing damage from non-magical sources. Dragon Hunter now deals 2d10 damage.
Fey Shredder
Fey Pelts now allows triggers Wild Magic when you use a spell slot. Fey Hunter now deals 2d10 damage.
Fiend Shredder
Fiend Pelts now able to summon 2 Fiends at any given time with a challenge rating of 1 or less. Fiend Hunter now deals 2d10 damage.
Humanoid Shredder
Humanoid Pelts now give you 2 more resistances of your choice. Humanoid Hunter now deals 2d10 damage.
Monstrosity Shredder
Monstrosity Pelts now make The Gun deal 4d12 force damage instead of 5d8 and applies the frightened condition automatically. The condition ends on your next turn. Monstrosity Hunter now deals 2d10 damage.
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