Ranger
Base Class: Ranger

Rangers who take up the path of the bounty hunter are often desperate, but that doesn't make them any less skilled at what they do. Through dark magic, they hunt for large game, and make sure that no one else can take it. These types of rangers are always alert to danger, and prepared to take down any beast that comes in the way of the hunt. After all, they have left many bodies just to get here.

Conduit

At 3rd level, your mind begins to become effected with dark powers from another plane, allowing you to see beyond what your normal eyes could perceive.

You can always sense whether or not your favored enemy is within 240 feet of you, as well as the number of them within the region. Additionally, whenever you use your Primeval Awareness feature, you can also detect the general direction of your favored foe if they are within 240 feet of you, or their exact location if they are within 60 feet of you, and are not visually obstructed, such as by a wall or object.

If you are using the optional Favored Foe feature instead of Favored Enemy, you do not gain the above benefits, and instead gain the following ones:
Whenever you use your Primeval Awareness feature, you can sense the exact amount of creatures within 60 feet of you. Additionally, you can detect their exact location if they are within 30 feet of you.

You can use your Primeval Awareness as a bonus action. You can use this feature an amount of times equal to your proficiency bonus, and regardless of whether you are using the Favored Enemy or Favored Foe feature. You regain expended uses of this feature after a short or long rest.

Beastface

Beginning at 7th level, you can add your Animal Handling (Wisdom) modifier to any Dexterity (Stealth) checks you make towards being hidden from your favored enemy. Additionally, whenever you would take damage from sources that you can see, such as non-hidden creatures or traps, you can use your reaction to consume one of your ranger hit dice to roll the hit die, and gain temporary hit points equal to the result of the roll + your proficiency bonus. You can choose to use this feature after the attack roll, but before the damage roll.

Hundred Hands

At 11th level, whenever you make the attack action, you can choose to consume one of your hit dice to perform a Charged Attack. You can not use your Extra Attack on the same turn that you perform a Charged Attack. Performing a Charged Attack gives the attack advantage, and causes it to deal additional fire, poison, or slashing damage (your choice), equal to the result of the roll of your hit dice. Depending on the damage type you choose, the attack gains the following benefits:

Damage Type Effect
Fire The creature is lit ablaze, and their body begins to burn. At the start of each of its turns, the creature takes fire damage equal to your proficiency bonus, and must make a Wisdom (Survival) saving throw against your Spell Save DC. On a successful saving throw, the creature is able to put out the fire.
Poison The creature suffers from a poisonous effect, which prevents it from recovering hit points by any means. At the start of each of its turns, the creature must make a Wisdom (Survival) saving throw against your Spell Save DC. On a successful saving throw, the creature is no longer poisoned.
Slashing The creature begins to bleed heavily, making moving harsh without extreme pain. While a creature is bleeding, their movement speed is halved, and attacks made with its reaction have disadvantage. At the start of each of its turns, the creature must make a Wisdom (Survival) saving throw against your Spell Save DC. On a successful saving throw, the creature stops bleeding.

Magpie

When you reach 15th level, your bounty is secured, and you are able to access powers granted by the souls of those you have damned. You can use your action when within 60 feet of a corpse to banish it, causing the body to decay away, and exorcising its spirit. The creature you choose for this banishing must have died within the last 10 minutes. Banishing a creature this way grants you the following benefits:

  • You immediately regain 1 hit die.
  • You, and a number of creatures equal to your Wisdom modifier within 60 feet of you (minimum 0), immediately recover hit points equal to your proficiency bonus.
  • For the next minute, at the start of each of your turns, you recover hit points equal to your proficiency bonus if you have more than 0 hit points. If you have 0 hit points at the start of each of your turns, you instead add your proficiency bonus to any death saving throws.
  • You gain the effects of Primeval Awareness until the start of your next turn.

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