Ranger
Base Class: Ranger

Your path is pure, and your ambitions are ever-growing. You hunt for power through all the paths available to you, embracing any means that allows you to slay your foes, even embracing the arcane along your journey. Your perennial desire for progress has turned to avarice as you single-mindedly hunt down all those you wish to see dead. This class combines the pure path of the hunter with the pure path of arcane magic, driven by the endless avarice inherent to your being. The bow is your chosen weapon, amplified with arcane magic, but you also retain your abilities to face enemies in close combat, making all foes despair at your powerful – yet diverse - methods of attack. You will find yourself more powerful than ever as you stand before those stronger than yourself, and by decree of your path, you shall come out victorious. Stay true to yourself, strive for the top, and you shall reach the apex or face death, consumed by your own avarice.

Stamina Pool

3rd-level Primal Hunter feature

You have learned to channel your strength into the arrows you fire, the spells you cast, and even the way you move, you to gain a pool of stamina points equal to your ranger level times two. If you were to spend a stamina point you must do so before any rolls or checks. For example you must infuse an arrow before firing it.

Infused Shot

3rd-level Primal Hunter feature

Starting at the 3rd level you gain access to one of the four Infused Shot abilities. You gain an additional ability when you reach levels 7, 11, and 15.

Infused Condition Shot

Primal Hunter Ability Choice

As a ranger you have learned how to channel your stamina into your archery shots to make them channel a specific effect. As a part of your attack action, you may infuse an arrow with a single stamina point, adding one of the following effects to the arrow; Prone, Paralyzed, Frightened, Incapacitated, Poisoned, Blinded, or Deafened. These effects last for a minute or until the affected creature beats the required saving throw, DC being your spellcasting modifier. If you have multiple attacks per action you may only infuse one arrow per attack action, but you may infuse it more than once as long as the infusions are different.

Infused Elemental Shot

Primal Hunter Ability Choice

As a ranger you have learned how to channel your stamina into your archery shots to make them channel a specific element. As a part of your attack action, you may infuse an arrow with a single stamina point, changing the arrows damage to one of the following; acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. If you have multiple attacks per action you may only infuse one arrow per attack action, but you may infuse it more than once as long as the infusions are different.

Infused Power Shot

Primal Hunter Ability Choice

As a ranger you have learned how to channel your stamina into your archery shots to make them stronger than normal. As a part of your attack action, you may infuse an arrow with your stamina, adding 2d6 extra damage per stamina point expended, to a maximum of three points expended per shot. If you have multiple attacks per action you may only infuse one arrow per attack action, but you may infuse it more than once as long as the infusions are different. If you have multiple attacks in a single action you may forgo one of those attacks to add an additional 2d6 damage to the first shot.

Infused Range Shot

Primal Hunter Ability Choice

As a ranger you have learned how to channel your stamina into your archery shots to make them fly further than ever before. As a part of your attack action, you may infuse an arrow with your stamina, adding an additional 50 ft of range per stamina point expended, to a maximum of three points expended per shot. If you have multiple attacks per action you may only infuse one arrow per attack action, but you may infuse it more than once as long as the infusions are different. If you have multiple attacks in a single action you may forgo one of those attacks to add an additional 50ft to the range of your shot.

Hunter's Instincts

7th-level Primal Hunter feature

Your experience with hunting your prey has honed your instincts to a new threshold. You gain expertise in the investigation skill, and access to the following spells; Pass Without Trace, Locate Object, Locate Animals or Plants, Find Traps, Hunters Mark, Detect Poison and Disease, and Alarm. For each of these spells you may expend two stamina points instead of a spell slot.

Hunter's Stride

11th-level Primal Hunter feature

You have learned to channel your stamina into every fiber of your being, as an action you may channel a number of stamina points equal to your proficiency bonus (max of 7) into your body, making it stronger in a variety of ways. You may infuse specific aspects into your body, body infusions may only be chosen once, and the effects fade after 10 minutes. After the ten minute duration you gain a level of exhaustion if you spent four or more stamina points.

Strength - Your muscles bulk out and your strength grows. Your carrying capacity counts for one size higher when determining what you can push, lift, and pull. You also gain advantage on strength checks and saving throws.

Dexterity - Your body grows light and your strides grow long. You gain a climbing speed equal to your walking speed, if you already have a climbing speed your walking and climbing speed increase by thirty feet.

Constitution - Your body condenses and strengthens itself. You gain temporary hitpoints equal to your ranger level times two.

Intelligence - Your mind expands and your knowledge grows. You gain advantage on concentration checks to maintain spells.

Wisdom - Your wit sharpens and your memory reaches back. You gain advantage on History, Arcana, Investigation, and Animal Handling checks to recall information and track creatures you have hunted before. 

Charisma - Your body slims and grows in places that others would find more appealing. You gain advantage in all charisma based ability checks. 

Primal Shot

15th-level Primal Hunter feature

Your various hunts have given you knowledge on prey you have hunted before. As a part of your attack action, you may expend 5 stamina points to conjure a special arrow meant to strike down a single type of foe. You must choose a type of creature from the following; aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The conjured arrow, on a successful hit, deals double damage to the hit creature as long as its type corresponds to the chosen one, if a creature is hit and is not the arrows chosen type it deals no damage. The arrow disappears on impact or after five minutes have passed. The arrow can be infused with your Primal Hunter class features.

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