Ranger
Base Class: Ranger

For one reason or another, you have been chosen by a deity of the hunt as one of their champions. Becoming a Hircine Hunter is rarely the desired outcome for most. Often times this choice if offered and bestowed when one is near death's door. If accepted, the Hircine Hunter's second lease on life is plagued by the frequent whisperings of their patron deity requesting a meaningful kill. More Neutral deities might accept the occasional wild animal with the occasional request for a monster or troublesome being. More Chaotic or Evil Deities might request the death of a passing stranger or a loved one. Either way, ignoring the voice in their head for too long can end with the Hunter descending into a frenzied state of madness.
The subclass is meant to be played with an alignment to a deity of the Hunt,  e.g., Malar or Balinor.

This subclass takes what I liked about the Hunter - Ranger Archetype and tweaks it to act more like a Witcher. The spell list attempts to approximate the Witcher Signs. The DUELING focus on Dexterity as the ability score affecting ALL one-handed weapon attacks is an attempt to capture the typical "dancing" and parrying fighting style of the Witcher schools of the Cat and Wolf.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Mark of the Hunt

At 3rd level, the deity who chose you as their champion deity makes a change to your body's resistances. Your new physiology is resistant poisons and immune to diseases. Your eyes become yellowed and have cat-like slits. While this grants them darkvision, it's also the most off-putting feature of a Hircine Hunter, and makes them easy to identify out in the world.

The biggest weakness of a Hircine Hunter is the link to their deity. If they fail to keep their deity satisfied, their gifts will gradually degrade, starting with a loss of some of their Ability Score bonuses, then their senses, until they slip entirely into madness. Also, as a result of having their minds perpetually open to words of their deity, they also gain a vulnerability to Psychic damage.

You also gain access to a few spells from the Wizard spell list: Burning Hands, Charm Person, Shield, and Thunderwave

Swallow Brewing

Starting at 3rd level, whenever you take a short or long rest, you can channel a simplistic nature spell to turn any alcoholic beverage into brew a Swallow potion. While the spell may be simple, it you must maintain a meditative focus uninterrupted in order to succeed. An interrupted brewing spell destroys the alcohol. The brewing does not prevent you from resting.
Swallow Potion:
The Swallow potion mends all manner of damage but can be dangerous to drink for any but a Hircine Hunter.
Hircine Hunter: Target is healed for (1d4 + 0 or CON modifier) per level
Non-Hircine Hunter: Target must make a Constitution saving throw - DC12.
On success, the target is healed for (1d4 + 0 or CON modifier) per level. On failure, the target takes 1d4 Poison damage.

You can only hold one Swallow potion at a time.

Griffin's Wrath

At 7th level, when you hit a creature with a weapon attack, you can take a take bonus action and cast a damaging spell on the same target. You can also choose whether to use a Ranger spell slot to cast the spell or not.
If you choose to use a spell slot:
Cast the spell as usual. If the spell requires a saving throw, the target's saving throw must make the usual saving throw +2.
If you choose NOT to use a spell slot:
Cast the spell at half damage (rounded down). The target's saving throw threshold is unaffected.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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