Ranger
Base Class: Ranger

Establishing a Nemesis
Your nemesis could be a specific monster or monster
type that you hunt for glory or revenge. Over a
campaign, you can establish various nemeses as you
encounter monsters. Don’t forget to use your Favored
Enemy and Keepsake features for ideas. Also, let your
gamemaster know what types of monsters you are
interested in chasing. Remember, this is a two-way relationship
and a nemesis may seek you out as a trophy,
for revenge, or to simply eliminate you as a threat.

Leviathan Chaser Magic

You learn an additional spell when you reach certain levels in this
class, as shown in the Leviathan Chaser Spells table. The spell counts
as a ranger spell for you, but it doesn’t count against the number of
ranger spells you know.

Chaser's Brand

Your ability to focus and chase a quarry has greatly improved. Once
on each of your turns, when you hit a creature within 30 feet with an
attack, you can deal an extra 1d6 radiant damage to the target. The
extra damage increases to 2d6 radiant damage when you reach 11th
level in this class.
In addition, you can choose to magically brand the target and gain
the following benefits for 1 minute:
• You can choose to have the target shed dim light in a 5-foot radius.
• If you move at least 20 feet straight towards the target, you can
move an additional 10 feet straight towards the target.
• You can choose to have any extra damage dealt by the hunter’s
mark spell against the target become radiant damage.
These benefits end early if you choose a new target to brand or you
are incapacitated.

Leviathan Lore

You dedicate yourself to learning everything about the dangerous and
unusual foes you chase. When you make an ability check to track or
recall information about a favored enemy or a creature that is Huge
or larger, your proficiency bonus is doubled for that check. If that
creature has a lair, the ability check can include providing information
such as lair actions and regional effects.
Starting at 11th level, you have advantage on saving throws against
lair actions for any creature you have used this feature to find information
on.

Keepsake

You claimed a keepsake from a monster in a battle. You gain one of
the following abilities based on your study of this trophy. You choose
one additional ability from this list, at 11th level and 15th level.

Claw

Your nails grow into claws and are natural weapons, which
you can use to make unarmed strikes. If you hit with them, you deal
slashing damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.

Ear

You have advantage on Wisdom (Perception) checks that rely on hearing.

Eye

You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.

Fin

You gain a swimming speed equal to your walking speed. If you already have a swimming speed, it increases by 5 feet.

Lung

You gain the ability to breathe air and water.

Nose

You have advantage on Wisdom (Perception) checks that rely on smell.

Scale

You can ignore any of the drawbacks caused by a deep, underwater environment.

Stinger

You have advantage on saving throws against poison and the poisoned condition.

Tentacle

You have advantage on any ability check to escape a grapple against a creature that has a size of Large or greater.

Tooth

Your teeth become sharper and are natural weapons, which
you can use to make unarmed strikes. If you hit with them, you deal
piercing damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.

Relentless Pursuit

Once you mark your quarry, your pursuit is relentless. When your
Chaser’s Mark target moves at least 10 feet, you can use your reaction
to move up to 30 feet. This movement doesn’t provoke opportunity
attacks.
In addition, when you end this movement, if your target is within
your weapon’s range, you can make a weapon attack against it.

Reckless Resolve

Your experience has taught you how to take a hit and give back even
harder. When you take damage from an attack, you can use your
reaction to make a weapon attack against that creature.
In addition, if you are hit with an attack that asks you to make a
Strength saving throw, you make that saving throw with advantage.

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