Ranger
Base Class: Ranger

Trophy Collectors stalk legendary game across impossible terrain; survive encounters full of danger; and return not merely with proof of the kill, but with the story of their pursuit. Every one of these warriors knows of nature's storybook that compiles the legendary hunts that took place throughout history. Each chapter is written in old scars, spilt blood, and broken bone. Trophy Collectors, as avid subscribers to these ancient tales, learn from the triumphs and failures of those who came before to become the most effective of predators. Trophies, being awards bequeathed by nature to celebrate the creation of a new chapter, can serve as conduits for primal magic and allow these rangers to utilize a variety of supernatural effects.

Trophy Collectors are storytellers authoring their own myths. They do not simply hunt monsters. They ensure those hunts are remembered.

Trophy Collector Magic

3rd-Level Trophy Collector Feature

You learn an additional spell when you reach certain levels in this class, as shown in the Trophy Collector Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Trophy Collector Spells
Ranger Level Spell
3rd Hunter's Mark
5th Locate Object
9th Nondetection
13th Elemental Bane
17th  Legend Lore

Spin A Yarn

3rd-Level Trophy Collector Feature

It is tradition to tell tales of legendary hunts and epic sagas while seated around a campfire in the dead of night. You can spend 1 minute making a Wisdom (History) check to recall the hunt of a creature with a Challenge Rating of at least 1. When you do so, you conjure a historical recording that details the hunt. The historical recording is an illusion that fits in a 5-foot cube, lasts up to 10 minutes, and broadcasts both audio and video. The quality of the historical recording is dependent on the successfulness of your check.

Trophy

3rd-Level Trophy Collector Feature

You learn how to collect Trophies—totems that symbolize a great hunting tale recognized by nature. Whenever a creature marked by your Hunter's Mark dies, you can choose to end your Concentration on the spell to signify the end of the hunt. If you do so, you magically collect a Trophy made of its bones, scales, or feathers (the DM determines the Trophy's exact form) into a free hand. You can consume a Trophy to do one of the following:

  • Begin The Hunt. The first time you attack on a turn, you can grant the attack advantage. If you do so, you cannot attack a creature other than the target until the end of the turn.
  • Know Your Quarry. As a Bonus Action, choose a creature you can see within 30 feet. You learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that you cannot glean any information about it.
  • Stalk A Prey. As an Action, you can remove the mark from a creature marked by your Hunter's Mark to force it to make a Charisma saving throw against your Ranger Spell Save DC or be linked to you for 10 minutes or until you sever the link as an Action. You can see through the eyes of the creature and hear what it hears through the link, gaining the benefits of any special senses that it has while you are doing so.

You can have a maximum number of Trophies equal to your Wisdom modifier (minimum of 1), and you can't create a Trophy while at your maximum.

Bestiarii

7th-Level Trophy Collector Feature

Years of experience escaping from gnashing teeth, writhing tentacles, and ripping talons has made you nigh impossible to pin down as you run circles around your prey. Whenever you make an ability check to prevent or escape a grapple, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

In addition, you can move through the space of other creatures, and it doesn't count as difficult terrain. If you move through the space of a creature, it has disadvantage on melee attacks against you until the end of the turn.

Thread The Needle

11th-Level Trophy Collector Feature

You can recognize the tells behind an opponent's fighting patterns and therefore disrupt them when they are most vulnerable. As a Reaction when a creature you can see hits you with an attack, you can first make a weapon attack against the attacker. Upon a hit, the creature's attack instead misses. If you critically hit, you can immediately make an additional weapon attack against the creature.

Exploit Weakness

15th-level Trophy Collector Feature

Taking advantage of an enemy's weakness is the most important aspect of any hunt. When you cast Elemental Bane, you can modify the spell by consuming a Trophy, treating it as a material component the spell requires. When you do so, the spell no longer requires Concentration.

Trophy Collector Image

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