Base Class: Ranger
Head Hunters are mercenaries of cold intent, hunters who trade reverence for nature in exchange for precision, control, and payment in blood. They do not roam the wilds seeking balance or harmony — they stalk contracts. Every target is a job, every kill a lesson, and every trophy a reminder that survival favors those who finish what they start.
Where others rely on speed or brute force, a Head Hunter fights with preparation and inevitability. Their Hunter’s Mark is not a spell, but a claim — a declaration that a creature has been chosen and will not escape. With brutal efficiency, they drag prey out of position with hooked chains, knock foes to the ground, and exploit every moment of weakness with practiced cruelty.
Each bounty claimed sharpens the hunter further, granting trophies that carry the momentum of past kills into future battles. To face a Head Hunter is to be hunted in the truest sense: isolated, controlled, and executed without hesitation.
Level 3: Head Hunter's Mark
You are granted the Hunter's Mark spell. Hunter's Mark does not consume a spell slot and does not count as a concentration spell due to this feature. Additionally, when you roll initiative, you may immediately apply Hunter’s Mark to one creature you can see as a free action.
Finally, whenever you kill a creature targeted by your Hunter's Mark you gain one trophy token. These tokens can be used to grant you bonuses that persist until you long rest or go down. Only one of these bonuses can be active at any given time, though you may choose to replace the bonus you had for another one costing one token. You may only hold on to one trophy token at any given time.
Level 3: Hunter's Tools
A Head Hunter uses their signature weapon to maim and secure prey, a bulky, weighted hook attached with tough rope or sturdy chains. These hooks come in various shapes and sizes, each with their own perks and uses. These weapons are considered to be exotic, as they are quite unconventional and require precision and mastery to be used effectively in combat.
You may choose one of three of these hooks: The Hunter's Hook, The Piercing Hook, or the Meteor Hook.
The Hunter's Hook

The Meteor Hook

The Piercing Hook

Level 7: No Escape
Your hook becomes a tool of inevitability. When a target with your Hunter's Mark uses the disengage action or moves out of your melee attack reach, you may use your reaction to make one attack against that target with your hook. This attack occurs before the movement is resolved.
Additionally, targets affected by your Hunter’s Mark have disadvantage on Constitution saving throws made to resist your hook’s topple feature.
Level 11: Trophy Hunter
You thrive in the thrill of the hunt. Your trophy mechanic from Head Hunter's Mark gains power and you gain three new options to spend trophy tokens on. Additionally, you may now hold on to two trophy tokens at any given time.
Level 15: Coup de Grace
When a target affected by your Hunter’s Mark drops to half its hit points or below, you can use your reaction to strike it with a melee weapon attack. This attack critically strikes on an attack roll of 16 instead of 20. This can only be done once per target.
Previous Versions
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2/20/2026 7:48:08 PM
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Coming Soon
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