Base Class: Ranger
The Marut inevitables seek out and punish those who break planar contracts. Some mortals have studied the Maruts and trained for a similar purpose, to enforce the keeping of one’s word and impart punishment on those who will not. These rangers do not have a complete moral aversion to lying the way some paladins might, but when one signs a contract or takes a vow, such a thing is sacred and not easily broken. Civilization and the natural world are both built off of order and allowing disorder to run unchecked endangers both. Enforcers are frequently a third party in negotiations, an observer that will note if any side breaks its agreements and be ready to rectify the situation if they do.
Some merely learn the abilities of an enforcer to serve as simple bounty hunters, with no care for oaths or vows. Enforcers that uphold their philosophy often make it a personal mission to hunt these bounty hunters.
Mark of Justice
At 3rd level, you can cast hunter’s mark without spending a spell slot on a creature that is one of your favored enemies. This hunter’s mark lasts until it is dispelled or until you use this feature again and it does not require concentration. When you are using your Primeval Awareness, you can sense this creature’s exact location if it is within the range of your awareness.
Whenever a creature takes extra damage from your hunter’s mark (regardless of whether the mark is from this feature), you gain temporary hit points equal to the extra damage.
You cannon cast hunter’s mark in this way again until you finish a long rest.
Enforcer’s Arrow
Starting at 7th level, when you hit a creature with a ranged weapon attack or ranged spell attack, you can use a bonus action to teleport to a space within 5 feet of the creature.
Once you use this ability, you cannot use it again until you finish a short rest.
Guerilla Tactics
Starting at 11th level, when you damage an creature, you can disappear from its senses.
When you damage a creature, you can choose to become invisible. You remain invisible for one minute, or until take a reaction or an action other than the hide action. The creature you damaged has disadvantage on Wisdom (Perception) checks to locate you as long as you remain invisible.
You can use this ability a number of times equal to your Wisdom modifier. You regain expended uses at the conclusion of a long rest.
Omnipresent Pursuer
At 15th level, you gain the ability to cast scrying without spending a spell slot if the target is under the effects of your Mark of Justice.
You can also cast project image at a point you can see without spending a spell slot or requiring concentration. The projection has an AC of 10. When you or your projection would take damage, you can use a reaction to switch places with it, causing you to take damage intended for it or it to take damage intended for you.
Once you cast project image in this way, you cannot do so again until you complete a long rest. The spell ends when you conclude a long rest if it has not already ended.
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