Base Class: Ranger
For some, emulating the Hunter archetype means accepting one’s place as a bulwark between one’s more powerful fellow adventurers and the terrors of the wilderness, otherwise described as being a meat shield with no useful combat skills. As you walk the Hunter’s path, however, your eyes are open to the illusions of your conclave.
Instead of learning pathetic, weakened forms of other adventurers’ abilities like most Hunters do, you simply steal the techniques you want, and are disarmingly honest about doing so. Thus, you became far better equipped than them to deal with the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
At your option, you can roll on the Better Hunter Exigence table to determine why you decided to become a Better Hunter.
Better Hunter Exigence
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d1 |
Reason |
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1 |
You wanted to be a Hunter, but thought twice when you realized how weak they are. |
Hunters, Pray
At 3rd level, you beg the gods of the multiverse to teach you more useful tactics. In pity, they grant you one of the following features of your choice.
(Not Just) Giant Killer
When any creature within range of one of your weapons 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 Destroyer
You can make one additional weapon attack on each of your turns when you take the Attack action, but only if each of your attacks on that turn has a different target.
Leviathan Slayer
When you hit a creature with a weapon attack, the creature takes an extra 1d6 damage for every previous turn in combat that it has been hostile to you, up to your Wisdom modifier. You can deal this damage only once per turn.
"Borrowed" Defenses
At 7th level, you appropriate some of the defensive tactics of other adventurers (mostly rogues). You take one of the following features of your choice.
Evasion
You steal the agility and reflexes of a rogue or a monk. When you are subjected to an effect 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.
Fancy Footwork
You rip off the choreography of a Swashbuckler rogue. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Uncanny Dodge
You acquire the infallible skill of a rogue. 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.
Physically Impossible Multiattack
When you reach 11th level, you briefly return to the techniques of your fellow Hunters, mostly to find out how they perform their unnaturally fast multiattacks. You gain one of the following features of your choice.
Volley
Through sheer skill, 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 (because you are still limited by some semblance of reality in that regard), and you must make a separate attack roll for each target.
Whirlwind Attack
By simply spinning reeealy fast, you can use your action to make a melee attack against any number of creatures within 5 feet of you (or 10 feet, if you are wielding a weapon with reach). You must make a separate attack roll for each target.
Definitely Not Ripoff Abilities
By 15th level, you have finally developed unique ranger techniques that are completely unrelated to the abilities of your fellow adventurers. You gain one of the following features of your choice.
Cold Fury
On your turn, you can enter a fury as a bonus action, which lasts for 1 minute or until you fall unconscious or choose to end it as a bonus action. While your fury lasts, you gain the following benefits:
- You have advantage on Dexterity and Wisdom checks and saving throws.
- When you make any weapon attack, you gain a +4 bonus to the damage roll.
- You have resistance to bludgeoning, piercing, and slashing damage.
You can still cast and maintain concentration on spells while your fury lasts.
Primeval Smite
When you hit a creature with a weapon attack, you can expend one spell slot to deal extra cold, fire, lightning, or thunder damage (your choice) to the target. The damage equals 3d8 per spell slot level.
Sneaking Attack
Once per turn, you can deal an extra 8d6 damage to one creature you hit with an attack if you have advantage on the roll. You don’t need advantage if another enemy of your target (one that isn’t incapacitated) is within 5 feet of it, and you don’t have disadvantage on the attack roll.
Wild Form
Refer to the druid’s Wild Shape feature, replacing the word “druid” with “ranger” whenever it appears.
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Posted Jul 9, 2023This is great, and hilarious.