Ranger
Base Class: Ranger

Pursuers are well feared, but so long as you are not their quarry, you have nothing to worry about. Sometimes referred to as "nature's assassins", stalkers are adepts at tracking their prey for days, only being noticed at the moment of their death. They move quickly and undetected through any type of terrain, not letting anything get in their way on their way to their target, and once they reach their target, they strike fast, and the fight ends quickly.

Pursuer's Skill

You are a master of tracking your foes undetected. When you choose this archetype at level 3, you gain proficiency in the Stealth and Survival skills if you don't have it already. Your proficiency bonus is doubled for skill checks made using either of these skills.

Pursuer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Persuer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Pursuer Spells

Ranger Level Spell
3rd Disguise Self
5th Spider Climb
9th Gaseous Form
13th Greater invisibility
17th Hold Monster

Unstoppable

No matter what is between you and your prey, you won't let it slow you down. Beginning at level 7, you gain the following benefits:

- Your walking speed increases by 5 feet

- When determining how far or high you can jump, you can use your dexterity score instead of your strength score, and can use your acrobatics modifier instead of your athletics modifier while making ability checks as part of a jump

- Whenever you make a check to avoid or escape a grapple, you can add your wisdom modifier to the check. Once you do so, you can not do so again until the end of your next turn.

- Your movement speed can not be lowered by magic

Maneuverable

There's not much that can get in your way that you can't easily get around. Beginning at level 11, you can use the dash and disengage actions as a bonus action.

Mark for Death

You have mastered the art of the stalker, and you will never let your prey escape you alive. Starting at level 15, as a bonus action, you can mark a creature that you can see for death. This mark remains for up to a week or until you mark another creature. As long as you are on the same plane as the creature you have marked, you know exactly how far away from them you are and in what direction, though this feature does not tell you their location or what is in the way. You have advantage on survival checks made to track them, and once per turn when you hit them with an attack that you had advantage on, you can deal an extra 4d6 dmg to them.

Once you mark a creature in this way, you can not do so again until you complete a long rest

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