Ranger
Base Class: Ranger

You have come to realize the simple duality of existence: There is only Predator and Prey, the Hunter and the hunted. Your blood sings only in that moment where your being aligns to a single purpose and you propel yourself towards the target of your focus. This desire to hunt has begun to define you. You will stalk, your prey will fear and you will revel in it all.

Level 3: The chase is on

When you mark a creature as your favoured foe, you can also mark it as your Prey. When you use this ability, Favoured Foe no longer requires concentration and will not end until your Hunt is completed or you are reduced to 0 hit points. You can only have one target marked as Prey at a time. Your Hunt ends when the target creature is reduced to below ¼ of its maximum hit points or is rendered entirely at your mercy via means such as unconsciousness or unconditional surrender.

Alternatively, you can end a hunt during a long rest, incurring a point of exhaustion from the stress and frustration of being denied your Prey.

While a target is your Prey, you gain the following benefits:

  • You always know what direction your Prey is in
  • Your speed is increased by 10ft while within 60ft of your Prey.
  • At the start of your Prey's turn, they take psychic damage equal to your Favoured Foe damage and you regain that amount of hit points as long as they believe you pose an immediate danger to them.

You may also expend a use of favoured foe to select a specific and concise task (such as acquiring an item or locating a place or person) as your Hunt. Whenever you roll an ability check that would directly aid you in the completion of the task, you may roll your Favoured Foe damage die and add the result to your ability check.

Once per short rest when you end a hunt, you may regain a use of favoured foe

Level 7: Play with your meal

Beginning at 7th level, When you reduce a creature to 0 hit points within sight of your Prey, your Prey must make a wisdom saving throw against your Spell Save DC or become frightened of you until the end of their next turn. If the slain creature had a higher CR than your prey, they make their saving throw at disadvantage.

If your prey is frightened, then you roll twice as many Favoured Foe damage die whenever you roll one.

Level 11: Prey drive

At 11th level,Your form has begun to shift to that of an apex predator and nothing can stand between you and your prey.

  • You gain darkvision out to a range of 120 feet. If you already have darkvision, its range increases by 60 feet.
  • Your unarmed strikes are considered a natural melee weapon with finesse which you are proficient in and deals 1d8 slashing damage.
  • While you have an active Hunt, your movement speed cannot be reduced below 10ft.
  • You ignore any resistance to non-magical damage that your prey has.

Level 15: Never stop hunting

At 15th level you are never satisfied, you begin to dread the moment that your hunt must come to an end and you finally end your target. The everchase truly begins.

Whenever your hunt would end, you may choose a new target within 60ft to become marked as Prey (no action required), and they must make a wisdom saving throw against your spell save dc or become frightened of you until the end of their next turn. While a creature within 60ft of you is frightened, you feed on their terror to become stronger, gaining the following benefits:

  • Your speed increases an additional 10ft
  • Opportunity attacks against you are made at disadvantage.
  • You can use your bonus action to make an additional weapon attack.