Hunter v1.5.0 #
Subclass Aesthetic #
- “Hunters” are not solely Rangers who fight and hunt Monsters and Beasts, those would more aptly be considered the Monster Slayer and Beast Master respectively, “Hunters” are those who seek something specific, whether that’s a long lost civilization, an ancient treasure, or a rare and mythical Creature long thought extinct. Regardless of what their quarry is they are driven, resourceful, and quite multifaceted in their capabilities and quite well travelled.
- The changes provided are largely an overhaul to both the Features of this Subclass as well as its overall aesthetic.
Combat Training (1) #
- This Feature replaces the “Hunter’s Prey” Feature which offered a list of choices that were largely favouring a single mainly flat option in “Colossus Slayer”.
- You gain a Fighting Style of your choice from either the Fighter or Ranger Fighting Style List, you can’t take a Fighting Style option more than once, even if you later get to choose again.
- When you complete a Long Rest you can choose one type of Weapon (e.g. Longswords) that you are proficient with and designate it as your “Hunter Weapon”, any time you make an Attack against a Creature while using your Hunter Weapon if you have advantage on the Attack the target takes an additional roll of the Weapon’s Damage Die in the total Damage.
Hunter’s Training (1) #
- You gain proficiency in the History skill, if you already have proficiency in this skill you gain Expertise in the skill instead.
- You also gain the Comprehend Languages Spell which counts as a Ranger spell for you, but it doesn’t count against the number of Ranger spells you know, and additionally you can cast this spell as a Ritual.
Hunter Magic (1) #
- This feature is gained at Level 1 and spells normally granted at 3rd Level in Ranger are granted at 1st Level instead.
- You learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. Each spell counts as a Ranger spell for you, but it doesn’t count against the number of Ranger spells you know.
- Additionally your Hunter Weapon can be used as a spellcasting focus.
Hunter Spells table #
Ranger Level |
Spells |
1st |
Feather Fall |
5th |
Knock |
9th |
Remove Curse |
13th |
Find Greater Steed |
17th |
Legend Lore |
Empowered Marks (3) #
- When you reach 3rd Level in this subclass, you gain the following two Empowered Mark options.
Mark of Instinct & Intuition #
- When you subject a Creature to this Mark you learn or recall information about it, choosing three options of information to learn from the following list:
- The Creature’s Creature Type.
- The Creature’s two strongest or weakest (your choice) Saving Throws.
- The Creature’s highest Speed as well as their current Speed.
- The Creature’s Armour Class.
- The Creature’s maximum number of Hit Dice.
- Additionally, if the Creature under the effect of this Mark has never fought you in combat before, then for the duration of this Mark you have Advantage on Attacks against it, and it has disadvantage on Attacks against you.
Mark of the Pursuer #
- While you are within 100 feet of the Creature under the effect of this Mark your speed increases by 20 feet, additionally the Creature has disadvantage on Ability Checks or Saving Throws made to resist being Grappled, Shoved, or knocked Prone by you, and you have advantage on Ability Checks to attempt to Grappled, Shove, or knock a Creature Prone.
Speed of the Hunt (7) #
- This Feature replaces the “Defensive Tactics” Feature which offered a list of choices that were fairly minor in effect (Steel Will for example is only HALF of the total feature given by 7th Level Fey Wanderer).
- Your speed greatly increases in moments of high tension. Your speed increases by 10 feet, you gain advantage on Saving Throws to avoid or resist the effects of traps, and you can double the bonus you receive to your initiative rolls granted by your Dexterity Modifier.
- Additionally, you gain advantage on Saving Throws to resist or end the Frightened or Poisoned Condition on yourself.
Ancient Resilience (11) #
- This Feature replaces the “Multiattack” Feature which offered a list of choices that were largely ineffective combat options.
- When you finish a Short or Long Rest you can gain Resistance to your choice of Acid, Force, Necrotic, Poison, or Psychic Damage.
- Additionally, you gain advantage on saving throws against spells or magical effects.
Arcane Veil (15) #
- This Feature replaces the “Superior Hunter’s Defence” Feature which offered a list of choices that were largely favouring a single mainly flat option in “Colossus Slayer”.
- When you cast a spell using your Hunter Weapon as the spellcasting focus you can gain a number of Temporary Hit Points equal to twice your Ranger Level, the Temporary Hit Points last until they are depleted or you complete a Short or Long Rest. You can use this feature a number of times per Long Rest equal to your Wisdom Modifier.
- Additionally, the Damage added by your Combat Training Feature when using your Hunter Weapon is increased to two rolls of the Weapon’s Damage Dice, and the type of this Damage can be either Force or Psychic Damage (your choice of which, chosen upon completing a Short or Long Rest).