Ranger
Base Class: Ranger

Protect Nature and People from Destruction and Evil

As the Primal Hunter, you stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from the destructive forces of evil. While stalking your prey, you rely on your tracking, stealth and movement as you start the hunt. Once you locate your prey, the hunt truly begins as you use empowered abilities and spell attacks to dominate your foe.

Level 3: Hunter’s Lore

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Level 3: Hunter's Prey

You call on the primal forces of nature to power special attacks. You may use a bonus action out of combat to mark your prey or you may mark your prey as part of an attack action. If your Mark dies, you may transfer your mark using the same mechanics. While a creature is marked, you may use Colossus Slayer or Horde Breaker (no action required) once per turn:

Colossus Slayer

Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

Horde Breaker

Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.

Level 3: Hunter’s Pursuit

When you reach a Ranger level specified in the Hunter Spells table, you thereafter always have the listed spells prepared. The Primal Hunter spells help you locate your prey. If you find evidence of your intended mark such as footprints or other unique features, you may use this information to “Locate” your prey.

Level 7: Hunter's Tactics

Primal Focus

You call on the primal forces of nature to power special abilities. Hunter’s Mark no longer requires concentration, but it counts as an active spell. As a result, you may cast a spell that requires concentration or you may use non-concentration spells.

Hunter’s Escape
Opportunity Attacks by your mark have Disadvantage against you.
Hunter’s Resolve

You have advantage on Constitution saving throws against you to maintain concentration when damaged by your mark.

Hunter's Defense

When your mark hits you with an attack, that creature has Disadvantage on all other attack rolls against you this turn.

 
Hunter’s Escape

Opportunity Attacks by your mark have Disadvantage against you.

Hunter’s Resolve

You have advantage on Constitution saving throws against you to maintain concentration when damaged by your mark.

Multiattack Defense

When your mark hits you with an attack, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11: Superior Hunter’s Prey

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you may apply a weapon mastery effect of your choice from any light or finesse weapon to the marked creature. The attack die is for Hunter’s Mark is now 1d8 per attack.

Level 15: Superior Hunter’s Defense

When you take damage from your mark, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.

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