Ranger
Base Class: Ranger

Tech Hunters are skilled trackers who provide protection to the community they live with by staving off dangerous monsters and hostile outsiders. Their duties include hunting for food, escorting parties of gatherers, and defending their homelands. Tech Hunters are specifically trained in the hunting of constructs and machines. They are commonly equipped with specialized weapons and are well-trained in stalking, archery, and evasive maneuvers.

Seeker’s Tactics

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

Bombardier

You can imbue your ranged weapon attack with explosive force. As a bonus action, you can use your Chromatic Fletching ability on your next ranged weapon attack, choosing a second element, and dealing an addition 1d6 damage of the chosen element type. In addition, the target of the ranged attack is pushed back 10 ft.

Reckless Sniper

As you hold your breath, time seems to slow for you, making it easier to focus your target. You gain advantage on your next ranged weapon attack, and can now get a critical hit on 18-20, however, you now have disadvantage to all saving throws until the end of your next turn.

Spell Trapper

Once per turn, as a bonus action, you set a trap against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. A creature that enters the area where you set the trap must succeed on a Strength saving throw against your spell save DC, or be restrained by the trap and take 1d8 bludgeoning damage. A creature restrained by the trap can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Chromatic Fletching

As a hunter of constructs and machines, you've learned to turn their spare parts into augmentations for your weapons. Once per day, you choose acid, cold, fire, lightning, poison, or thunder for the type of ammunition you create. For that day, anytime you make a ranged weapon attack against a target, the creature takes an additional 1d6 damage of the type you chose, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

Hunter's Focus

You've learned advanced techniques for tracking highly intelligent prey. At 7th level, you have Blindsight in a 15 ft. radius centered on you at all times. If you choose, as an action, you can heighten your senses further, and gain Tremorsense in a radius of 60 ft. centered on you.

Machine Mentality

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

Bellowback's Volley

You've learned from the machines. You can use your action to make a ranged attack against a creature or object within 10 feet of a point you can see within your weapon’s range. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 fire or cold damage, decided before making the shot, on a failed save, or half as much damage on a successful one. You can use this ability once between long rests.

Deathbringer's Swarm

You strike as the Machines do. Once per Long Rest, you can use your action to make a ranged weapon attack within your weapon’s range. The attack expands into a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 8d8 piercing damage on a failed save, or half as much damage on a successful one.

Frostclaw's Rampage

You strike with the wrath of the machine's themselves. You strike an enemy with a melee weapon attack, and create a wall of ice on a solid surface in a straight line in front of you. The wall is 1 foot thick, 10 feet high, and 30 feet long, and lasts for 1 minute. Each panel must be contiguous with another panel.

Every creature within its area must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, and is thrown to the other end of the wall. On a successful save, the creature takes half damage, and is pushed to one side of the wall or the other.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

RockBreaker's Excavation

You've learned to harness the spark that powers the machines against them. You strike the ground with a melee weapon, and a fountain of churned earth and stone explodes in a 20-foot cube centered on that point. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 fire damage, as well as 5d6 piercing or bludgeoning damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Stormbird's Fury

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within 60 ft. The sphere remains for 1 minute. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom [Tooltip Not Found] checks made to listen.

Thunderjaw's Strike

You've gained knowledge from the Machines to enhance your spells. Once per Long Rest, you create six tiny motes of hardlight in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the motes, sending them streaking toward a point or points you choose within 120 feet of you. Once a mote reaches its destination or impacts against a solid surface, the hardlight detonates and explodes. Each creature within 5 feet of the point where the mote of light explodes must make a Dexterity saving throw. A creature takes 4d6 radiant damage and 4d6 piercing damage on a failed save, or half as much damage on a successful one.

Shield-Weaver Defense

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

Glinthawk's Bluff

You distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this ability at a time.

Shellwalker's Barrier

When a creature misses or hits you with a melee attack, you conjure up a sphere of energy around yourself. The creature must make a Strength saving throw. On a successful save, the creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, the creature is stunned until the beginning of your next turn. 

Stalker's Evasion

When you are subjected to an effect that allows you to make a DEX 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. Additionally, if you succeed, you become invisible until the start of your next turn.

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