Base Class: Ranger
3rd Level
Hunter's Trophy
You have slain creatures most believed immortal.
Choose one creature type:
- Aberration
- Celestial
- Construct
- Dragon
- Elemental
- Fey
- Fiend
- Giant
- Monstrosity
- Ooze
- Plant
- Undead
Against that creature type:
- Your weapon attacks deal an additional 1d6 damage once per turn.
- You have advantage on Survival checks to track them.
- They cannot surprise you.
- You ignore difficult terrain created by them.
Every long rest you may change your Trophy.
Not because you forgot.
Because today's hunt is different.
Also at 3rd
Veteran Tracker
You always know:
- direction
- distance
- approximate condition
of any creature you've damaged within the last 24 hours while on the same plane.
There is nowhere to hide.
Level 7
Relentless Pursuit
The hunt never ends.
Gain:
- Climbing speed.
- Swimming speed.
- Ignore nonmagical difficult terrain.
- Opportunity attacks against you have disadvantage.
- Dashing no longer reduces your ability to make attacks.
You move like the predator.
Level 11
Break the Beast
Once each turn,
when you hit a creature,
choose one.
No save.
- End one magical effect on it whose level is no higher than half your Ranger level (rounded down).
- Prevent reactions until your next turn.
- Reduce its speed to 0.
- It can't become invisible until your next turn.
Not magical.
Knowledge.
You know where to strike.
Level 15
The Final Hunt
Once per long rest.
Choose one creature you can see.
For one minute:
- Always know its location.
- Ignore invisibility.
- Ignore resistance to weapon damage.
- Critical hits occur on 19–20.
- Whenever it attempts to teleport, it must first succeed on a Wisdom saving throw against your spell save DC. On a failure, the teleport fails and the spell or ability is wasted.
When the target is reduced to 0 hit points:
You immediately gain:
- Half your movement.
- One weapon attack.
- Temporary hit points equal to your Ranger level.
The hunt continues.
Hunter's Trophy
Choose one creature type upon initiative:
- Aberration
- Celestial
- Construct
- Dragon
- Elemental
- Fey
- Fiend
- Giant
- Monstrosity
- Ooze
- Plant
- Undead
Against that creature type:
- Your weapon attacks deal an additional 1d6 damage once per turn.
- You have advantage on Survival checks to track them.
- They cannot surprise you.
- You ignore difficult terrain created by them.
Every initiative you may change your Trophy.
Not because you forgot.
Because today's hunt is different.
Veteran Tracker
You always know:
- direction
- distance
- approximate condition
of any creature you've damaged within the last 24 hours while on the same plane.
Relentless Pursuit
Gain:
- Climbing speed equal to walking speed.
- Swimming speed equal to walking speed.
- Ignore nonmagical difficult terrain.
- Opportunity attacks against you have disadvantage.
- Dashing no longer reduces your ability to make attacks.
Break the Beast
Once each turn,
when you hit a creature,
choose one.
No save.
- End one magical effect on it whose level is no higher than half your Ranger level (rounded down).
- Prevent reactions until your next turn.
- Reduce its speed to 0.
- It can't become invisible until your next turn.
The Final Hunt
Once per long rest.
Choose one creature you can see.
For one minute:
- Always know its location.
- Ignore invisibility.
- Ignore resistance to weapon damage.
- Critical hits occur on 19–20.
- Whenever it attempts to teleport, it must first succeed on a Wisdom saving throw against your spell save DC. On a failure, the teleport fails and the spell or ability is wasted.
When the target is reduced to 0 hit points:
You immediately gain:
- Half your movement.
- One weapon attack.
- Temporary hit points equal to your Ranger level.
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