Ranger
Base Class: Ranger

Mercenary Rangers act for whoever pays them the best. This means that they must be equipped for a wide variety of tasks by training with most weapons and using helpful tools to substitute their arsenal. Whether they act as guides, monster slayers or bounty hunters, mercenary rangers are always dangerous opponents. Mercenaries typically fight for money or other forms of payment rather than for political interests.

Level 3: Mercenary Training

Trained as a mercenary, you gain the following benefits:

Versatile Combatant. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of melee weapons.

Improved Arsenal. When you force a creature to make a saving throw with the following items, you can change the DC to 8 plus your wisdom modifier and proficiency bonus: Ball Bearings, Caltrops, Manacles, and Rope. You can take these items utilize action as a bonus action.

Eye for Weakness. Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. Against a creature marked by your hunters mark, they instead score a critical hit on a roll of 18-20.

Level 7: Additional Fighting Style

You gain another Fighting Style feat of your choice. Whenever you finish a Short or Long Rest, you can practice weapon drills and exchange this feat for another Fighting Style feat of your choice.

Level 11: Exploit Weakness

When you land a critical hit against a creature, the next attack you make against that creature within the next minute is a critical hit. Once you use this feature, you can't use it again on that creature until you finish a long rest.

Level 15: Debilitating Critical

When you land a critical hit on a creature marked by your hunters mark, you deal 4d6 additional force damage, and the creature must succeed on a constitution saving throw against your spell save DC or be stunned until the end of its next turn.

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