Ranger
Base Class: Ranger

You live for the hunt, tracking your quarry and putting fear into them before slaying them brings you the utmost satisfaction. You are a predator and every target you choose to set your sights on becomes your prey. Patient and lethal, the predator stalks from the shadows. Waiting for the opportune moment to strike and cause mass chaos.

Psychological Warfare

At 3rd level, you gain one of the following features of your choice.

Cunning Killer

You can spend an hour making a trap with the environment around you or with pieces of the corpse of a fallen enemy. These traps deal 3d8+ your proficiency modifier in piercing, bludgeoning, or slashing damage. If the creature is Hunter's Marked, they take the damage applied by hunter's mark.

If the trap is non damaging it can be made to: Grapple, restrain, blind, deafen, or poison.

Upon activation of this trap, the creature targeted must succeed against (8 + your proficiency modifier + your wisdom modifier).

On a successful save they take half damage and on a failed save they take full damage. Creatures within 100 feet of the activated trap must succeed against your spellcasting save DC or become frightened.

Creatures that succeed against your traps and saving throws caused by them gain advantage on saving throws against your traps and become immune to frightening for 24 hours.

If you are in favored terrain, preparation time is halved.

Fearmonger

Once per turn, when you hit a creature with a weapon attack, the creature has to make a saving throw against your spellcasting modifier or become frightened, you have advantage on rolls against frightened creatures and do an additional 1d6 on damage rolls against them. Creatures that succeed on saving throws to resist this become immune to frightening for 24 hours.

Shivering Presence

Once per turn as a reaction, when an opponent misses an attack against you the attack roll is redirected to an enemy within 5 feet of you. Take the original attack roll and add (8 + your proficiency modifier) to the attack roll. On a successful hit both creatures must succeed on a saving throw against your spell save DC or become frightened.

On a successful save the creatures become immune to being frightened by you in this way for as many rounds as your Wisdom Modifier.

If the damage is enough to kill a creature, then all enemies in combat must make this saving throw against your spell save DC to resist being frightened. 

Enemies frightened in this way take an additional 1d6 damage from all sources.

 

Cold Blooded Tactics

At 7th level, you gain one of the following features of your choice.

Hunter's Camouflage

You can spend an hour crafting a ghillie suit out of the terrain surrounding you to aid you in stealth, giving you a +10 to stealth rolls. These ghillie suits can be crafted for allies, gear, pets, or traps to make them harder to detect.

These ghillie suits can be made during short rests.

Hunting Grounds

There is no advantage like the homefield advantage, You can spend a long rest using the environment to create an intimidating battlefield the size of a 115 foot cube fit for toiling with prey.

All rolls to intimidate or frighten hostile creatures are made with advantage if parts collected from slain creatures are used in the making of this battlefield.

If you have placed traps within your hunting ground, the save DC against your traps increases by 2.

On a successful save against your traps enemies gain advantage on rolls against them for 24 hours. On a successful save against being frightened or intimidated, enemies become immune to being frightened in this way for 24 hours.

In this territory you gain a +5 to stealth, survival, nature, and perception checks.

This battlefield can be expanded as many times as your wisdom modifier, expanding twice in one day gives you a point of exhaustion.

Killer Instinct

You are unable to be surprised and you surprise attack, surprise attackers.

You gain a +3 to initiative rolls.

Your first attack against a hostile creature that has not had a turn in combat is made with advantage.

Thrill Of The Hunt

At 11th level, you gain one of the following features of your choice.

Bloodlust

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Target Practice

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Final Hour

At 15th level, you gain one of the following features of your choice.

Cruel Hunter

You learn additional combat actions that can blind, deafen, or silence hostile creatures.

Glory Kill

Once per long rest, when your attack drops a creature's HP to 0, your next attack against a hostile creature engaged combat becomes a critical hit. This effect lasts for a minute or until a creature is hit after this feature is activated.

Showstopper

Twice per long rest, as an action you may add 5 to your attack roll and lose 5 damage on your damage roll, on a successful hit you reduce a target's movement speed to zero. If the target is flying they immediately plummet to the ground and take the corresponding amount of fall damage. They will then be restrained for as many turns as your Wisdom Modifier.

If the target is grounded they are knocked prone and restrained.

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