Base Class: Ranger
Nora are an isolationist, matriarchal hunter-gatherer society that tend to live in forests and plains and are generally forbidden to leave their Sacred Land but Seekers are granted these freedoms in order to serve the tribe in times of need.
Prowler
Your experience hunting with the Nora allows you to hunt swiftly and silently. At 3rd level, you gain expertise in stealth.
Additionally you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Brave Hunter
At 3rd level, you learn a ritual that creates a magical bond between yourself and your weapons. You are bonded with 2 weapons of choice consisting of one ranged weapon and one melee weapon you have proficiency with. If you wish to change your bonded weapon, you can do so over the course of 1 hour, which can be done during a short or long rest.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Additionally, once you hit level 7, your bonded melee weapon counts as magical for the purpose of overcoming resistance and you can use your DEX modifier instead of STR on rolls with this weapon.
Triple Shot
Starting at 7th level you have increased your skill with your bow and have learnt to fire 3 arrows in quick succession, gain an extra attack.
Enhanced Quiver
Starting at 7th level, you improve your packing skills. Your quiver can now store 40 arrows and 60 once you reach 11th level. Additionally, any arrow pulled from your quiver counts as magical for the purpose of overcoming resistance.
Tinkerer
Starting at 7th level, you learn to craft arrows. Whenever you take a long rest, you can craft 20 normal arrows.
Starting at 11th level, you can alternatively craft 10 elemental arrows (fire, cold, lightning, acid). If you hit a creature with an elemental arrow, you add 1d8 dmg of the appropriate type.
Hunter Reflexes
Starting at 11th level you improve your camouflage and agility. You can use your bonus action to Hide or Dodge.
Precision
At 11th level, you have honed your archer skills and can now hit prone targets without disadvantage. Additionally you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Critical Hit
You have perfected your skills with your bonded weapons and know exactly how to aim for weak points. Starting at 15th level, your weapon attacks with bonded weapons score a critical hit on a roll of 18-20.
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