Ranger
Base Class: Ranger

You may not have been raised by beasts, but you certainly act like it. An Apex Predator uses all weapons at their disposal, lashing out with their teeth and nails at any enemy foolish enough to fight them in melee. Their instinctual affinity for animals gives rise to spells that grant them control over beasts. Their emulation of predators gives them a heightened capacity for violence and intimidation.

Apex Predator Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Apex Predator Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Apex Predator Spells
Ranger Level Spells
3rd Beast Bond
5th Enhance Ability
9th Conjure animals
13th Dominate beast
17th Hold monster

Tooth and Nail 3rd level

Tooth and Nail - 3rd Level

You gain natural weapons which you can use to make unarmed strikes, a bite and claws, that grow stronger as you level. When you use the Attack action, you can make one additional unarmed strike as a bonus action using these natural weapons.

Bite (piercing) or Claws (slashing): 1d6 + Strength or Dexterity modifier damage.

You can use Dexterity or Strength for your attack and damage rolls. These natural weapons have the finesse and defensive properties.

These weapons count as magical at 3rd level.

While unarmored or wearing light armor, you gain a +1 bonus to AC as your beast instincts aid your reflexes.

Predatory Aura

Your presence projects a primal threat. You gain proficiency in Intimidation if you don’t already have it. If you’re already proficient, you can choose another ranger skill or gain expertise in intimidation. You have advantage on Charisma (Intimidation) checks made against beasts, monstrosities, and humanoids.

As an action, you can force each creature that can see you within 30 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you until the start of your next turn.

Wild Hunger 7th level

Your feral instincts make you deadly when blood is in the air. Once per turn, when a creature within 5 feet of you is below half its hit point maximum, you can make an additional claw or bite attack as part of your attack action. If this attack reduces the target to 0 HP, you can move up to half your speed as part of the same action without provoking opportunity attacks.

You also gain darkvision out to 60 feet (or +30 ft if you already have darkvision).

+30 feet darkvision

+30 feet darkvision if you already have darkvision

60 Feet Darkvision

You also gain darkvision out to 60 feet (or +30 ft if you already have darkvision).

Apex Assault - 11th Level

You go in for the kill like a cornered beast. When you hit a creature with a weapon or unarmed strike, you can choose to draw blood. Once per turn, if you deal damage with a melee weapon or unarmed strike to a frightened, grappled, or prone target, it takes an additional 4d6 damage of the same type as the triggering attack.

Additionally your bite now deals 1d8 piercing, and claws deal 1d8 slashing.

You gain advantage on attack rolls against creatures that are frightened or grappled.

Unrelenting Predator

You become a perfect hunter, unyielding, brutal, and impossible to deter. Once per turn, when you reduce a creature to 0 hit points with a melee weapon or unarmed strike, you can immediately make another attack as part of the same action against another creature within range.

If you start your turn and no enemy creature is within 30 feet, your movement speed increases by 10 feet until the end of your turn, and you have advantage on your first attack roll that turn.

When you hit a creature that is frightened, grappled, or prone, they cannot take reactions until the start of their next turn.

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