Ranger
Base Class: Ranger

I hate being a snob whom finds the official version of subclasses sub-par. But out of all the subclasses in 5e, Hunter feels lackluster after Ranger’s gradual glow-up. Let’s try to help here, and give Hunter what it deserves!

In this light rework, I want to keep Hunter’s base theme and mechanics, but give Hunter a bit of pizzazz in comparison to the other, newer subclasses released since Xanathar’s.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. At 11th level, that damage increases to 2d8. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature hits or misses you with an attack, you can make one attack at advantage on your next turn against that creature. At 11th level, all of your attacks against that creature are at advantage until the end of your next turn.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. At 11th level, the listed range becomes 10 feet.

Hunters Trade

At 3rd level, you gain proficiency in Nature or Survival and have advantage on checks to set hunting traps, and stealth checks when tracking a creature.

In addition, you build knowledge and knacks for tracking your prey far better than anyone else. When ever you succeed on tracking a group of creatures, you learn the following about them:

 

Their exact number, their sizes, and roughly how long ago they passed through the area

The CR or total class levels, in comparison to your total level (equal, superior, or inferior to such)

If any of the creatures took damage within the last hour

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Rebound

If two of your attacks from your attack action successfully hit, you can make an additional attack.

Volley

You can use your action to make a ranged attack against any number of creatures within 15 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within your weapons reach, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain the Stand Against the Tide feature, as well as another of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. within its reach

Uncanny Dodge

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.

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