Base Class: Ranger
You devote yourself to the hunt, studying your next prey and using your knowledge to better understand them.
You come up with new ideas, instruments and weapons in order to better exploit your hunts.
Hunter’s Weapons
At 3rd level, you gain the ability to craft you custom made weapons with your prey body parts and other materials(ask your DM to help you ideate your weapons), such as:
Saw Cleaver: It can change between two forms, one of a cleaver that deals 1d6 slashing damage(one handed), and one of a longsword that deals 1d8 slashing damage(versatile 1d10).
Wip Sword: It can change between two forms, one of a shortsword that deals 1d6 slashing/piercing damage, and one of a wip that deals 1d4 slashing damage(finesse, reach)
Frost Claw: It is a scimitar that deals 1d6 slashing damage(finesse) plus 1d4 cold damage.
Chained Sparkle: It is a chain with a metal lantern attached to it, it can be a flail that deals 1d8 bludgeoing damage, or it can irradiate a 20 feed radius area dealing 2d4 radiant damage to all enemies within range.
To craft a weapon you must hunt for the materials or buy them, and the features of your weapons must refer to the material used to craft it.
You are proficent with everything you make and you can make custom made weapons for your allies that only they are proficent in.
Obsessive Hunt
At 7th level, you can spend a minimum of two days to do researches on a certain type of enemy, making it one of your favored enemies untill you use this feature again.
You deal an additional 1d4 damage whenever you hit one of your favored enemies.
Forbidden Knowledge
At 11th level, you gain one of the following features of your choice.(if you choose a feature granted by the obsessive hunt feature, you can't change it again)
A Call Beyond
Once upon long rest, you can use your action to unleash a wave of aracane missiles.
Beast Surrender
You can use an action to surrender yourself to your instincts, gaining an extra unarmed attack per turn that deals 1d6 slashing/piercing damage plus your strength modifier.
While you are surrendered to your instincts, you have advantage on perception and stealth checks, advantage on dexterity saving throws and disadvantage on winsom saving throws.
Nature Blessing
Your weapon attacks deal an additional 1d4 +1 fire/cold/lightning/bluedgeoing/slashing damage(you choose whic one). Bluedgeoing damage is the hearth blessing and the slashing damage is the wind blessing.
Hunter’s Master
At 15th level, you gain one of the following features of your choice.
Death Stalker
Whenever you strike a critical hit, you do additional 2d6 + 2 necrotic damage and heal for the same damage.
Your weapon attacks score a critical hit on a roll of 19 or 20.
Dragon Slayer
Your weapon attacks have advantage versus dragons and, on a succeeded save, you take no damage from their breaths.
Weapons made with dragons components deal an additional 1d4 damage.
Pack Hunter
You gain the service of a familiar, a spirit that takes dire wolves form. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after a shorth rest.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
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