Favored Enemy Hunter

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Favored Enemy Hunter

Hunters place themselves as a bulwark between civilization and the terrors of the wilderness. At the core of this defense is a combat training specific to the threats they face. No two Hunters are alike, for the threats they face are never the same.

Adaptability

When you complete a long rest, you may choose to switch one of your feature choices, Favored Enemy, or Hunter Spells with another from the same feature. At 10th level, you may switch two choices at the end of a long rest.

Hunter Magic

Starting at 3rd level, you can prepare two more spells when you complete a long rest, in addition to the spells prepared through the Spellcasting Feature. This number of additional spells increases to 4 at 5th level, 6 at 9th level, 8 at 13th level, and 10 at 17th level.

Hunter’s Prey

At 3rd level, you have learned to exploit the weaknesses and vulnerabilities of your prey. You gain one of the following feature choices:

Giant Killer. Your Eye for Weakness feature gains an additional condition:

  • The target is Large sized or larger.

Hide Cleaver. Your Eye for Weakness feature gains an additional condition:

  • The target has natural armor.

Horde Breaker. If a creature you hit with an attack is within 5 feet of another creature, and your attack roll would hit the adjacent creature had you targeted it, you may choose to deal damage to the adjacent creature equal to one roll of your Focus Die. This additional damage does not count as an attack for the purposes of Eye for Weakness.

Lone Prey. Your Eye for Weakness feature gains an additional condition:

  • The target has no allies within 5 feet of it.

Mage Slayer. Your Eye for Weakness feature gains an additional condition:

  • The target cast a spell on its last turn.

Favored Enemy

During your time in the wild, you have encountered many enemies, and have gained the skills to track and hunt them all.

At 3rd level, you choose one of these creature types to become your favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, giants, humanoids, monstrosities, oozes, plants, or undead. You add an additional Focus Dice to Wisdom (Survival) checks to track your favored enemies and Intelligence checks to recall information about them, in addition to the die granted by your Ranger Focus feature.

Defensive Tactics

At 7th level, you can counter your enemies' tactics and abilities. You gain one of the following feature choices:

Escape the Horde. Opportunity attacks against you are made at disadvantage.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only take half damage if you fail.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to half the attack’s damage against you.

Steel Will. You have advantage on saves against being frightened, charmed, or stunned, and always make saves against these effects at the start of your turn, rather than the end.

Martial Prowess

At 11th level, you master advanced forms of attack. You gain one of the following feature choices:

Flurry. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Power Strike. When you take the Attack action, you may choose to forgo additional attacks granted by Extra Attack and other features. If you do so, you may roll the weapon's normal damage dice an number of times equal to your proficiency bonus.

Spell Combo. If you hit a creature with a weapon attack, it has disadvantage on the next saving throw you force it to make until the end of your next turn.

Superior Hunter’s Defense

At 15th level, you gain one of the following feature choices:

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Stand Against the Tide. When you are hit by an attack, you reduce the damage from that attack by 3.

Magic-User’s Nemesis. When you see a creature casting a spell within 30 feet of you, you can use your reaction to make a check with your spellcasting ability modifier against that creature's spell save DC. On a success, the spell fails and the spell slot is consumed.

Changelog

Version 1.51

  • Mage Slayer: Works against any spell, not just S & M spells. Version 1.5
  • Bloodied Enemy Slayer: Removed
  • Rapid Shot: Removed
  • Giant Killer: Added as an extra condition for EfW
  • Lone Prey: Added as an extra condition for EfW
  • Mage Slayer: Added as an extra condition for EfW
  • Precision: Removed
  • Flurry (based on Stalker's Flurry from XGtE Gloom Stalker): Added. A feature which helps against high-AC enemies.
  • Spell Combo: Added. A feature which encourages spellsword behavior. Version 1.4
  • Giant Killer: Removed
  • Rapid Shot: Added to give a ranged weapon-specific option
  • Swiftness: removed
  • Precision: added to Martial Prowess. A focusing feature which synergyzes with Eye for Weakness
  • Multiattack Defense: Moved to 15th level
  • Uncanny Dodge: Moved to 7th level
  • Stand Against the Tide: Reworked the feature into one which works best against many enemies. Version 1.3
  • Hunter Spells: Feature now just gives additional prepared spells instead of a choice of spells.
  • Horde Breaker: Reworked the feature to make it compatible with Eye for Weakness.
  • Escape the Horde: Nerfed to bring it in line with the other options.
  • 'Multiattack' renamed 'Martial Prowess'
  • Power Strike: Added to give another single-target option to the Martial Prowess Feature
  • Magic-User's Nemesis: Feature made into an always-usable feature instead of a number-of-uses feature.
 

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