Ranger
Base Class: Ranger

Followers of the Hunting Goddess rely on their own skills and knowledge to take down their prey, rather than magic. They sacrifice their prey to the hunting goddess, to gain her favor.

Stalking Predator

Your constant training have made you adept at ambushing your prey with lightning speed and having your companions follow your charge.

Lead the Hunt. When you cast Hunters Mark on a target for the first time, that target takes an additional 1d4 damage of psychic damage. Additionally all allies gain a +1 to hit on that target, this does not stack with other Hunters Marks.

Initiative Bonus. When you roll Initiative, you can add your Dexterity modifier to the roll.

Predators Gaze. You gain Darkvision with a range of 60 feet.

Stealth. You are adept at stalking your prey. While in [Tooltip Not Found] you gain +2 to Stealth, in Dimlight you gain +3, in Darkness you gain +5. Additionally you gain +2 to perception to find any living creature.

Arrow Dice

Your experience hunting various creatures has taught you various techniques. You learn tactics that are fueled by special dice called Arrow Dice.

Arrow Types: You learn to quickly change arrows to change your damage type to suit your prey's weakness

Take Aim: You focus on shooting a specific limb of the enemy, this normally increases your damage and/or adds an effect, but at the cost of to-hit

You learn one additional arrow option of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can replace one maneuver you know with a different one.

Arrow Dice: You start with 5 Arrow Dice. An Arrow Die is expended when you use it. You regain half your expended Arrow Dice when you finish a [Tooltip Not Found]

You gain 2 Arrow Dice when you reach Ranger levels 7 (7 dice total) and 15 (9 dice total).

Aim/Arrow Options

The aim/arrow are presented here in alphabetical order.

Blunt Arrow

As a Bonus Action, you can change the damage type of your arrow to Bludgeoning.

Broadhead Arrow

As a Bonus action you can expend one of your Aim/Arrow Die to use a Broadhead Arrow, changing your attack to [Tooltip Not Found] damage. If the target fails a 8+dex mod+prof bonus=Constitution Save, the target receives the 1d6 bleeding damage each turn for 3 turns. If a creature rolls a DC 15 Con save, it stops the bleeding.

Fire Arrow

Fire damage, 1d4 each turn, upgrade to 1d6  at level 8, 1d8 at 12, and 2d6 at 16 (adjust levels as needed). The enemy makes a Dexterity DC 15 at the start of its turns to end the poison effects.

Poisened Arrow

Poison  damage, 1d4 each turn, upgrade to 1d6  at level 8, 1d8 at 12 and 2d6 at 16 (adjust levels as needed). Enemy makes a constitution DC 15 at  the start of its turns to end the poison effects.

Take Aim - Arm

Disarms target, -X to-hit, add +Y to damage

Take Aim - Head

Before you make an attack against a creature, you can expend one Aim/Arrow Die. On a roll of 10 and below the attack misses, on a roll of 15 and above the attacks crits.

Takle Aim - Knee

Prones target, -x to-hit, +y damage

Iron Mind

You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker’s Flurry

The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.

Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.

Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

Shadowy Dodge

When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.