Base Class: Ranger
Hunters of the 5th Fleet are elite trackers and slayers tasked with studying and maintaining the natural balance of dangerous ecosystems.
Through careful observation, preparation, and relentless pursuit, these hunters learn to exploit the weaknesses of powerful creatures. Whether researching unknown species or eliminating threats, they adapt their tactics to each hunt, using knowledge as their greatest weapon.
Hunter’s Marksmanship
Starting at 3rd level, As a bonus action, you can mark one creature you can see within 90 feet of you as your quarry for 1 minute or until it drops to 0 hit points.
The first time on each of your turns that you hit the marked creature with a weapon attack, you deal an extra 1d6 damage to it.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
This feature does not require concentration.
You can have only one creature marked by this feature at a time.
Monster Knowledge
At 3rd level, your experience hunting dangerous creatures allows you to quickly analyze your enemies.
As a bonus action, you can study one creature you can see within 60 feet of you. You learn one of the following characteristics of your choice:
- Damage vulnerabilities
- Damage resistances
- Damage immunities
- The creature’s highest ability score
Additionally, the next attack roll you make against that creature before the end of your next turn has advantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hunter’s Preparation
Starting at 7th level, you learn to prepare specialized tools to hinder and weaken your prey.
As a bonus action, you can deploy a hunting trap at a point on the ground you can see within 30 feet of you. The trap occupies a 5-foot space and lasts for 1 minute or until triggered.
The first creature other than you that enters that space must succeed on a Dexterity saving throw against your Ranger spell save DC or suffer one of the following effects (your choice when placing the trap):
Snare Trap. The creature is restrained until the end of its next turn.
Shock Trap. The creature takes 2d8 lightning damage and cannot take reactions until the end of its next turn.
Pitfall Trap. The creature’s speed becomes 0 until the end of its next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can have only one active trap at a time.
Partbreaker
Starting at 11th level, your attacks can cripple your prey by breaking parts of their body.
When you hit a creature affected by your Hunter’s Marksmanship feature, you can force it to make a Constitution saving throw against your Ranger spell save DC. On a failed save, you apply one of the following effects of your choice:
Broken Legs. The creature’s speed is reduced by 10 feet, and it cannot take the Dash action until the end of your next turn.
Broken Arms/Wings. The creature has disadvantage on its next attack roll before the end of its next turn. If it has a flying speed, it must succeed on a Strength saving throw or fall prone.
Cracked Hide. The next time the creature takes damage before the end of your next turn, it takes an extra 1d8 damage of the same type.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
A creature that succeeds on the saving throw is immune to this feature until the end of your next turn.
Apex Hunter
Starting at 15th level, you can enter a state of peak hunting focus, pushing your abilities beyond their limits.
As a bonus action, you can enter this state for 1 minute. While it lasts, you gain the following benefits:
- You have advantage on weapon attack rolls against creatures affected by your Hunter’s Marksmanship feature.
- When you hit a marked creature with a weapon attack, you deal an extra 1d8 damage.
- If a creature fails its saving throw against your Partbreaker feature, it has disadvantage on that saving throw.
Once you use this feature, you can’t use it again until you finish a long rest.
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