Base Class: Ranger
A keen eye and a love for the chase. You naturally find yourself a people person, but not in the usual sense.
Read the Room
Starting at 3rd level, you apply the knowledge of improvised urban tactics to help you and allies and combat enemies
You can use the Search Action as a Bonus Action. In addition, whenever you take the Search action, you can consistently locate an object or something in the environment to give you the upper hand. Some examples include:
- Find a vantage point that you can reach
- Something to provide cover to you or allies
- Something to restrain, damage, or grapple a target
When you use the Search action, you may make an Wisdom (Insight) check against a creature if it's your Favored Enemy, you can see it, and it isn't incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, the next attack they make against you or a friendly creature that you can hear you has disadvantage.
Thrill of the Chase
The pursuit often leaves your blood pumping with primal energy. As a special action, you gain the following benefits for 1 minute:
- You may take an additional action on your turn. It can only be used to Attack (one weapon attack only) or cast a spell.
- Your walking speed, and climbing speed is doubled.
- You gain advantage on Dexterity (Acrobatics) checks, Strength (Athletics) checks, and Wisdom (Survival) checks.
This ability ends early if you become incapacitated or die. Once the ability ends, you gain a level of exhaustion.
Once you use this feature, you must finish a long rest before you can use it again. Starting at 15th level, you can this feature twice before a rest without gaining a level of exhaustion, but only once per short rest.
Bloodhound Magics
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bloodhound Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| RANGER LEVEL | SPELL |
|---|---|
| 3rd | entangle |
| 5th | hold person |
| 9th | slow |
| 13th | freedom of movement |
| 17th | hold monster |
Eyes Peeled
At 7th level, you gain proficiency in the Perception and Insight skills and your proficiency bonus is doubled for any check you make that uses either proficiency. In addition, you may add your Wisdom modifier to your initiative rolls and have advantage on Dexterity saving throws.
Relentless Pursuit
At 11th level, you absolutely refuse to let a bounty escape your grasp. When you make a weapon attack against a creature, you may have them make a Strength saving throw against your spell save DC. If they fail, their movement speed is halved and they have disadvantage on attack rolls made against you until the end of their next turn.
Execution Sentence
At 15th level, you prey on the weaknesses of your enemies to secure victory. When you hit a creature with an attack, the next attack you hit that creature with this turn is treated as a critical hit. In addition, if you use this feature against a Favored Enemy, the first attack that hits the target is treated as a critical hit. You may only use this ability once per turn.
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