Ranger
Base Class: Ranger

In tune with both their primal instincts and their wicked creativity, a Predator anticipates combat with an intricacy that otherwise betrays their feral thrill for the hunt. The Predator flourishes in a fight before it even begins, as they have a keen understanding in the skills of trapping, poisoning, and ambushing their foes. Though they very capable of engaging their foes head-on, a Predator thrives by fighting on their own terms. When their prey is weak and vulnerable...that is when the Predator strikes.  

Predator Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Predator Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Predator Spells

RANGER LEVEL SPELL
3rd find familiar
5th web
9th stinking cloud
13th confusion
17th contagion

Opportunism

At 3rd level, you have mastered the ability to finish off weakened prey. When you hit a creature with a weapon attack, and they are poisoned, grappled, restrained, stunned, prone, or paralyzed, you can deal an additional 1d8 damage to them. You can only benefit from this additional damage once per turn.

Guerrilla Warfare

At 3rd level, you've become adept at using the tools and traps at your disposal to hunt your foes. You gain proficiency in Thieves' Tools and the Poisoner's Kit. In addition, any non-magical equipment you use that imposes a saving throw now has a DC equal to your spell save. (For example, Nets and Hunting Traps.)

Venom Strike

At 7th level, your guile has blessed you with the power of a venomous beast. When you land a weapon attack against a creature that hasn't taken a turn in combat yet, they become poisoned. This lasts a duration of rounds equal to your Wisdom modifier (minimum of 1 round). 

Harrier

At 11th level, you've learned how to quickly capitalize on your magical tricks. Whenever you cast a spell that has a casting time of one action, you may make one weapon attack as part of that same action.

The Endless Hunt

At 15th level, you have mastered the ability to continue a hunt over a prolonged period of time. You gain proficiency in constitution saving throws if you don't have it already. In addition, at the start of your turn, if you didn't take damage for one full round of combat, you may recover health equal to 1d8 + your wisdom modifier. This feat does not work if you are unconscious.

Previous Versions

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