Base Class: Ranger
As a monster hunter, you are, and always will be, prepared to hunt down foes with any weapons necessary, to save your home from threats. It matters not if you are fighting dragons the size of mountains, or deity-like monsters that wander the land, shooting lightning here and there. You trained your whole life for this moment, to face these foes, and you will always be ready to defend your home- and make a profit.
In battle, they focus on being able to change their tactics on the fly. They have proficiency in all forms of weaponry and armor, can freely switch between weapons without a single worry, and use elemental abilities to strike your foe down with their mighty blows. Later on, their ability to hunt down and strike foes down increases. Further on, they can rally those around them to gain from your benefits. Eventually, they will be able to capitalize on their damaging abilities to truly destroy a Monster to its core.
Monster Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Monster Slayer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | faerie fire |
| 5th | earthbind |
| 9th | slow |
| 13th | giant insect |
| 17th | hold monster |
Training from the Forests and Hillsides
Starting at third level, your training is starting to pay off, keeping your body in peak physical condition. You gain the following effects:
- You gain proficiency in Heavy Armor.
- You can switch weapons without using any actions or bonus actions.
- You can give up using your reaction until the start of your next turn to gain an advantage on escaping grapples.
Focus of the Snowy Peaks
Starting at 3rd level, your skills in combat let you capitalize on a foe's weakness. As a bonus action, choose an element: Fire, Cold, Lightning, Thunder, Radiant. Whenever you make an attack, your attacks deal an additional 1d8 damage of the chosen element. This effect lasts for 1 minute, or until you use it again to change your current elemental damage.
At level 7 the effect lasts for 10 minutes, at level 11 the damage increases by 1d8, and at level 15 the effect lasts for 1 hour. You can do this a number of times equal to your wisdom modifier.
Academic Knowledge from the Ruins
At 7th level, you recognize the need to learn about your foe as you hunt. Choose between one of the following abilities:
- Trap and Bag: You gain the ability to inflict a special attack that lulls foes to sleep. Whenever you make a weapon attack with it applied, they must make a Con save equal to your Spell Saving Throw modifier, or fall asleep. Creatures that are restrained from traps or magic have a disadvantage on this saving throw. You can use this ability once per short rest.
- Insight of the Sands: When you're tracking a non-humanoid creature, you have an advantage on survival checks to locate them through tracks. (This is not limited to footprints. It can be used to examine plants being crushed, torn up dirt, scales, etc.)
- Focus on the Weakness: Examining monsters gives you the ability to determine where one might be weak. If you spend a minute examing a creature while you are hidden, your first attack against them ignores damage resistance and immunity.
You can switch these features out whenever you take a long rest.
Trap and bag.
You can a sleep attack. Targets bound have disadvantage to resist.
Moving like the Water's Shore
At 11th level, you gain the skills needed to dodge in an unnaturally graceful manner. Whenever you make a Dexterity Saving Throw against a spell or natural attack, (IE: A dragon's breathe weapon, a rockslide, Sacred Flame, etc.), you can use your reaction to move half your movement speed away. If you move out of range or behind suitable cover, the damage done is nullified. You can do this a number of times equal to your Dex. Modifier. Restored on long rest.
Master of the Cherry Blossom
At 15th level, your knowledge of hunting down monsters has reached its peak. Whenever you make an attack that a foe is vulnerable against, you the double amount of damage die you roll.
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