Hunter
The Border Between Civilization and the Wilderness
The mystery that surrounds us keeps evil hidden in the shadows. But, while we are out in the wilderness to protect the entire region, citizens only think about themselves.
~ Gewarald.
A group of adventurers is trailing through the woods towards an ambush. While they ascend a hill, goblins await their arrival. Seemingly unaware the group moves forward, heads facing the road. However, the goblins can't see the spark of joy in the adventurers eyes. The hooded elf that leads the party had already scouted ahead. At the end of a boring march, the information of an upcoming encounter was received as a welcome distraction. The elf secretly frees her weapons. Not aware of being robbed of the element of surprise, the goblins are about to meet their demise.
Tightly worn animal skin keeps the human warm during a blizzard. Her arms crossed as she slogs trough knee deep snow. Distant howling is barely audible above the raging wind. Nothing is visible except for the looming silhouettes of the mountains as she passes between them. However, the howling starts to get louder. A few moments later a shadow appears, around the size of a large hound. She reaches for her belt as the creature leaps towards her. Joyfully the wolf licks her face after which she gives her companion some dried meat, rewarding the wolf for finding a cave to shelter.
Throughout the region, from the cities to beyond the farmland, bordering areas of barbarian tribes and natural grounds protected by druids, hunters stride the border of civilization and the wilderness to keep their unending watch.
Regional Protectors
Working with direct accountability towards the regional authorities, hunters are responsible for keeping the region safe. Often living in seclusion they travel through the wilderness to observe possible threats, hunting them down or scaring them away. In the cities and villages citizens are careful enough to avoid hunters if possible. Nobody knows what they are truly capable of. Hunters like to keep it this way and shun the civilized part of the region. Still, they find comfort with those who also live in seclusion. Creating temporary alliances to face bigger threats.
Opportunists and Survivors
During their travels, hunters cross uninhabitable environments like bare planes roamed by zombies, old dungeons or acid swamps. Few are capable of surviving a few days in the wilderness, but hunters are capable of roaming these lands for weeks. Facing these harsh environments makes hunters survivalists by default. They instinctually pick up new knowledge and skills that fit their style of hunting. These include using your surroundings to your advantage, improvising weapons and using spells fueled by your affinity with nature. A deadly combination with their crave for perfection. "Train for the unexpected, or fail and die" is a credo passed down by many generations of hunters.
Independent Adventurer
When picking Hunter as your class, think about why you left your region to head out on an adventure. You might be convinced to join a party to hunt down a creature that terrorized the lands, or you were hired to guide a party trough the wilderness. Consider working together with your DM to define the circumstances and how they have affected the setting of the campaign.
While creating your character background, keep in mind how spending time in the wilderness has influenced your personality. How do you view the other adventurers? Protective, because you consider them incapable of surviving on their own or are you just using the others to achieve your own goal? You might let them do all the talking, so you don’t have to be involved in social interaction.
Also think of possible ideals and flaws that correspond with being a Hunter, operating individually most of the time. What is your attitude about sharing your knowledge? Are you naive and just share everything even if not asked for? Or the opposite, do you keep your knowledge a secret and only use it yourself, staying mysterious to the other adventurers? Are you even capable of working in a team? Or do you have a tunnel vision when on the hunt, not paying attention to anyone else? Maybe you forget to tell your companions about traps you find to be obviously visible when scouting an area, causing hazards for your party members.
Quick Build
You can make a Hunter quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the outlander background.
Class Features
As a Hunter, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Hunter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hunter level after 1st.
Proficiencies
- Armor: Light -, medium -, shields
- Weapons: Improvised -, simple - , martial -.
- Tools: Choose one
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Acrobatics, Animal Handling, Athletics, Intimidation, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- (a) hide armor or (b) leather armor
- (a) a simple weapon or (b) a shield
- A melee weapon
- A ranged weapon and 20 pieces of ammunition
The Hunter
| Level | Proficiency Bonus |
Focus Die |
Primeval Prowess |
Features |
Spells Known |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | 1d4 |
Deft Parry, Steadfast Focus, Wilderness Explorer |
— | — | — | — | — | — | |
| 2nd | +2 | 1d4 |
Enigmatic Strikes, Fighting Style, Spellcasting |
3 | 2 | — | — | — | — | |
| 3rd | +2 | 1d4 |
1 |
Hunter Specialization, Primeval Prowess |
4 | 3 | — | — | — | — |
| 4th | +2 | 1d4 |
1 |
Ability Score Improvement |
4 | 3 | — | — | — | — |
| 5th | +3 | 1d4 |
1 |
Extra Attack |
5 | 4 | 2 | — | — | — |
| 6th | +3 | 1d4 |
1 |
Hunter Specialization feature |
5 | 4 | 2 | — | — | — |
| 7th | +3 | 1d6 |
1 |
Evasion |
6 | 4 | 3 | — | — | — |
| 8th | +3 | 1d6 |
1 |
Ability Score Improvement |
6 | 4 | 3 | — | — | — |
| 9th | +4 | 1d6 |
2 |
— |
7 | 4 | 3 | 2 | — | — |
| 10th | +4 | 1d6 |
2 |
Hunter's Teachings, Primeval Prowess improvement |
7 | 4 | 3 | 2 | — | — |
| 11th | +4 | 1d6 |
2 |
Precision Strikes, Enigmatic Strikes improvement |
8 | 4 | 3 | 3 | — | — |
| 12th | +4 | 1d6 |
2 |
Ability Score Improvement |
8 | 4 | 3 | 3 | — | — |
| 13th | +5 | 1d6 |
2 |
— |
9 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | 1d6 |
2 |
Hunter Specialization feature |
9 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 1d8 |
2 |
Ghost Hunter |
10 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | 1d8 |
2 |
Ability Score Improvement |
10 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | 1d8 |
3 |
— |
11 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | 1d8 |
3 |
Hunter Specialization feature |
11 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | 1d10 |
3 |
Ability Score Improvement |
12 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | 1d10 |
3 |
Legendary Hunter |
12 | 4 | 3 | 3 | 3 | 2 |
Focus Die
Your tireless training allows you to excel beyond normal capabilities in a brief state of full focus. Some of your Hunter features allow you to add a Focus Die, which is a d4. This die increases as you gain Hunter levels, as shown in the Focus Die column of the Hunter table.
Deft Parry
As a Hunter you can quickly asses your direct opponent's fighting rhythm and exploit that knowledge. When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to increase your AC. Roll your Focus Die and add it to your AC for this turn. You need to decide before the DM announces whether the attack hits or misses.
Steadfast Focus
You can focus and create a moment of clarity to perform exceptionally at a skill you mastered, even under high pressure. Before making an ability check in which you are proficient, you can choose to add a Focus Die. Declare you
will focus, roll a Focus Die, and add the total to the result of your ability check. You can do so a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.
Wilderness Explorer
You are experienced in traversing the wilderness. You can move stealthily at a normal pace and even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.
Enigmatic Strikes
Beginning at 2nd level, you can add your Focus Die to an attack roll against a creature within 30 feet of you on your turn, by spending your movement to feint. This can only be done if you have movement left equal to your race's speed, which is then spent.
At 11th level, feinting has become second nature. When you attack a creature within 30 feet of you that you hit with a weapon attack since the start of your previous turn, you add your Focus Die to the attack role.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior
You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll,
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to attune to the magical essence of nature to cast spells, much as a Druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the Hunter spell list.
Spell Slots
The Hunter table shows how many spell slots you have to cast your Hunter spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of first Level and Higher
You know three 1st-level spells of your choice from the hunter spell list.
The Spells Known column of the hunter table shows when you learn more hunter spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the hunter spells you know and replace it with another spell from the hunter spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Hunter spells, since your magic draws upon your attunement to nature as learned from Druids. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a hunter spell you cast and when making an attack roll with one.
Spell save DC
Spell attack modifier
Ritual Casting
You can cast a hunter spell as a ritual if that spell has the ritual tag and you know that spell.
Hunter Specialization
At 3rd level, your experience and impulses resulted in a specialized way of hunting: Beast Master, Bounty Hunter, Gloom Stalker, Horizon Walker or Monster Slayer. Your choice grants you features at 3rd level and again at 6th, 14th, and 18th level.
Specialization Spells
Each specialization has a list of associated spells. You gain access to these spells at the levels specified in the specialization description. The spell counts as a hunter spell for you, but it doesn’t count against the number of hunter spells you know.
Primeval Prowess
Your specialization allows you to imbue yourself with a primeval power, that increases both instinct and senses. The Primeval Prowess provided by your specialization explains which benefits you gain during its duration.
Your can activate your Primeval Prowess as a bonus action. It lasts for 1 minute, but ends early if your senses become impaired; you suffer from the blinded, deafened or incapacitated condition. You can also end your Primeval Prowess as a free action on your turn. Once you have used your Primeval Prowess, you must finish a short or long rest before you can use your Primeval Prowess again. This number increases as you gain Hunter levels as shown in the Primeval Prowess column of the Hunter table.
At 10th level, you know how to remain focused even if your senses are foiled. You Primeval Prowess no longer drops from being blinded or deafened.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect 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 half damage if you fail.
Hunter's Teachings
Beginning at 10th level, you can utilize your knack for traversing difficult terrain and moving silently and combine it with your magical connection to nature, to support nearby allies in doing the same. You grant the following benefits to creatures within 15 feet of you of your choice:
- Cannot be affected by non-magical difficult terrain.
- Can move stealthily at a normal pace.
- Cannot be tracked by nonmagical means.
You can grant these benefits as long as you are not incapacitated, and are concentrating as if you were concentrating on a spell.
Precision Strikes
Starting at 11th level, you can focus on striking the vulnerable spots of your enemies at the opportune moment. As a bonus action on your turn, you can deal additional damage equal to two Focus Die with the next attack you hit this turn.
Ghost Hunter
By the time you reach 15th level, your Hunters senses have become so honed, that you can pinpoint the movement of foes you can't see. As long as you are not deafened, you gain blindsight out to a range of 30 feet. If you have the Blind Fighter fighting style that range increases to 50 feet.
Additionally, your passive perception increases by 5.
Legendary Hunter
At 20th level, you specialized in an unique way of hunting and have made renown for it. You gain the benefit of one of the following options of your choice.
Group Striker
You divide your attention over multiple targets. If you take the Attack action on your turn, you can expend a Focus Die to make an additional weapon attack as part of the same action instead of adding it to the attack role. You can do so multiple times, but cannot target a creature you have already attacked this turn.
Other-worldly Aim
If you would suffer from disadvantage when making an attack role, you instead roll normal. Also, the creature you attack does not benefit from half cover of three quarters cover.
Supernatural Instincts
Your Raised Instincts no longer ends from being unconscious.
Additionally, when you use your Raise Instincts feature you can choose to extend the duration to your next short or long rest. You can use your Raised Instincts this way only once per 3 long rests.
Primeval Caster
You can add your Focus Die to checks to maintain concentration.
Additionally, you can increase the DC on one of your spells for a single creature, by rolling a Focus Die and adding the total to the DC. You must do so before the DM announces the result. You can do so a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Unseen Attackers and Targets
"Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.
When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly.
When a creature can't see you, you have advantage on attack rolls against it. If you are hidden–both unseen and unheard–when you make an attack, you give away your location when the attack hits or misses."
(Player's Handbook, 2014, page 194-195)
Hunter Specializations
Your way of hunting is defined by your specialized methods to take down a specific type of enemies, like beasts, criminals, creatures that dwell in the dark, interplanar creatures or creatures of evil and good.
Beast Master
Beast Masters are home to big cities far and wide. They wander the wilderness that borders the region, to protect the city and their lands. They have gathered knowledge about beasts in particular, can therefore determine a beast's intentions and act accordingly. Beast Masters are known to befriend local beasts, which are given extra care and training. Together they stop rampages throughout the region.
Beast Master Features
| hunter Level | Feature |
|---|---|
| 3rd | Specialization Spells, Primeval Prowess, Primeval Awareness |
| 6th | Exceptional Training |
| 14th | Deadly Training |
| 18th | Bonded Casting |
Specialization Spells
You learn additional hunter spells at the hunter levels listed.
Beast Master Spells
| hunter Level | Spell |
|---|---|
| 3rd | Animal Friendship, Beast Bond |
| 5th | Beast Sense, Warding Bond |
| 9th | Conjure Animals, Protection from Energy |
| 13th | Dominate Beast, Polymorph |
| 17th | Awaken, Commune with Nature |
Primeval Prowess
When you take this specialization at 3rd level, your bond with natural spirits allows you to command beasts. While your Primeval Prowess is active, you can cast the command spell at 1st level without expending a spell slot, but ordering to attack is a valid option and you can only target beasts. Besides, you can use gestures to make the command more clear. If the beast is friendly towards you, it automatically fails it's saving throw. If the beast is hostile towards you, it has advantage on the saving throw. When your Raised Instinct ends and you did not support the beast in combat it's attitude immediately becomes 1 state less in your favor. Consult page 244 of the DMG for the rules on attitude.
Starting at 6th level, your ability to command beasts has improved beyond a single target. Instead, while your Primeval Prowess is active, you can target a number of beasts equal to your proficiency modifier, each time you cast the command spell.
Primeval Awareness
Starting at 3rd level, your knowledge allows you to communicate simple ideas with beasts using sign language. You can use an action to read a beast, which reveals it's mood, intent, whether it is affected by magic of any sort and its short-term needs.
Additionally, you are proficient in all Charisma checks you make to interact with beasts.
Exceptional Training
At 6th level, a beast you command with the Raised Instincts feature can take the dash, help, hide or search action as a bonus action on its turn.
Additionally, you have a telepathic bond between you and any beast that is friendly towards you while within a mile radius.
Deadly Training
At 14th level, a beast you command with the Raised Instincts feature can make an additional attack each turn if it takes the attack action.
Additionally, the attacks of beasts you command become magical for the purpose of overcoming magical resistances and immunities.
Bonded Casting
At 18th level, when you cast a spell with a range of self, you can also affect beasts you command with the Raised Instincts feature with the same spell. If the spell requires concentration, you concentrate on all spells at the same time.
Bounty Hunter
Bounty Hunters chase down criminals and fugitives to put and end to their evil deeds. When hired by officials they tend to bring their game back alive in trade for a reward. However, sometimes it is considered for the best that a specific person is never heard of again. Using both physical and mental traps combined with their intimidating presence, they never take long to find their quarry.
Bounty Hunter Features
| hunter Level | Feature |
|---|---|
| 3rd | Specialization Spells, Primeval Prowess, Intimidating Presence |
| 6th | Wanted |
| 14th | Restraints Resistance |
| 18th | Never Hunt Twice |
Specialization Spells
You learn additional hunter spells at the hunter levels listed.
Bounty Hunter Spells
| hunter Level | Spell |
|---|---|
| 3rd | Entangle, Snare |
| 5th | Arcane Lock, Phantasmal Force |
| 9th | Hypnotic Pattern, Slow |
| 13th | Fabricate, Hallucinatory Terrain |
| 17th | Transmute Rock, Scrying |
Primeval Prowess
When you take this specialization at 3rd level, you magically imbue your weapons to slow your quarry. While your Primeval Prowess is active, each time you hit a hostile creature its speed on its next turn is reduced by 5 feet.
Starting at 6th level, you are fired up when a quarry is successfully slowed. Additionally, when your Primeval Prowess is active and you hit a hostile creature on your turn with an attack, your movement increases by 10 for that turn.
Intimidating presence
Starting at 3rd level, your appearance is usually enough to persuade people to give you the information you need and you can be even more intimidating when you try. You gain proficiency in one of the skills of your choice: intimidation or persuasion.
Additionally your movement speed increases with 5 feet.
Wanted
Starting at 6th level, you can magically trace those who you have encountered before. You can use this feature to cast the Locate Creature spell without expending a spell slot. But if you observed the target creature for at least 10 minutes straight, you ignore the range and running water limitations and know the distance in miles towards the target. You can use this feature once and regain its use after you finish a short or long rest.
Restraints Resistance
Starting at 14th level, your knowledge of restraints helps you resist its effects. You add your Hunter's Focus die to saves against and checks to free yourself from being paralyzed, restrained or grappled, both non-magical and magical.
Additionally you speed is no longer affected by magical difficult terrain.
Never Hunt Twice
At 18th level, you have found a way to avoid wasting time tracking a target you have tracked before. As an action you can teleport to the active target of your Wanted feature, if it is not the first time you used the Wanted feature to target that creature. Also, the target has disadvantage on all checks and saving throws to become restrained or grappled as long as you keep concentrating on the Locate Creature spell of the Wanted feature.
Additionally, when casting Locate Creature with the Wanted feature, it does no longer counts as concentrating on a spell for casting another concentration spell. Thus, you still need to make concentration checks to maintain concentration.
Gloom Stalker
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such hunters are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Features
| hunter Level | Feature |
|---|---|
| 3rd | Specialization Spells, Primeval Prowess, Expert Infiltrator |
| 6th | One With The Shadows |
| 14th | Underdark Resilience |
| 18th | Shadow Hunter |
Specialization Spells
You learn additional hunter spells at the hunter levels listed.
Gloom Stalker Spells
| hunter Level | Spell |
|---|---|
| 3rd | Disguise Self, Silent Image |
| 5th | Alter Self, Silence |
| 9th | Gaseous Form, Meld into Stone |
| 13th | Phantasmal Killer, Stone Shape |
| 17th | Dominate Person, Mislead |
Primeval Prowess
When you take this specialization at 3rd level, the shadows can aid your maneuvers through the darkness for a short period of time. While your Primeval Prowess is active and you are in darkness or dim-light, you are invisible and can see trough magical darkness.
Starting at 6th level, the shadows grant you the power to completely avoid detection. Additionally, while your Primeval Prowess is active and you are in darkness or dim-light, you cannot be detected by Blindsight or Tremorsense.
Shadow Slinker
At 3th level, you know how to blend in the shadows. You gain proficiency in one of these skills of your choice: stealth or slight of hand.
Additionally, you gain darkvision out to a range of 60 feet. If you already have darkvision, you increase its range by 30 feet.
One With The Shadows
At 6th level, you have learned how to use the shadows to camouflage yourself. While you are hidden, you are invisible as long as you remain hidden.
Underdark resilience
At 14th level, your body and mind have been hardened by the underdark environment. You become immune to diseases.
Additionally, you can add your Hunter's Focus die to Intelligence saving throws and saving throws against becoming charmed or frightened.
Shadow Master
At 18th level, you have learned how to mold the shadows around you. When there are shadows within 5 feet of you, the area in 5 feet of you becomes dim light if you're in bright light and darkness if you're in dim light. You can remove or restore this effect as an Action.
Additionally, while you Raised Instincts is active, you cannot be detected by Truesight.
Horizon Walker
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These hunters are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.
Horizon Walker Features
| hunter Level | Feature |
|---|---|
| 3rd | Specialization Spells, Primeval Prowess, Detect Planer Portal |
| 6th | Interplanar Hunter |
| 14th | Ethereal Explorer |
| 18th | Planar Guardian |
Specialization Spells
You learn additional hunter spells at the hunter levels listed.
Horizon Walker Spells
| hunter Level | Spell |
|---|---|
| 3rd | Command, Comprehend Languages |
| 5th | See Invisibility, Spider Climb |
| 9th | Blink, Fly |
| 13th | Banishment, Mordenkainen's Private Sanctum |
| 17th | Teleportation Circle, Wall of Force |
Primeval Prowess
When you take this specialization at 3rd level, your planar travels imbue you with the power to teleport in short bursts at the cost of your quarries vitality. While your Primeval Prowess is active, after each attack you hit against a hostile creature, you can teleport up to 10 feet to an unoccupied space you can see.
Starting at 6th level, you enhanced your ability to teleport by extracting energy from your environment. Additionally, while your Primeval Prowess is active, you can teleport even if you miss your attack against an hostile creature. Also, your teleport distance is increased with 5 feet if you target a creature that is not on its original plane of existence.
Detect Planer Portal
At 3rd level, you have gathered exceptional knowledge about planar portals. You are proficient in all ability checks that involves knowledge about planar travel or interaction with planar portals.
Additionally, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a long rest.
Interplaner Hunter
At 6th level, you can see the magical connection creatures have with the planes. When you successfully track a creature, you know which plane the creature teleported to and which planar portals it used, if any.
Additionally, if you hit a creature with an attack or talk with it for at least 1 minute, you know what type of creature it is and its original plane of existence.
Ethereal Explorer
At 14th level, you learn to travel through the Ethereal Plane. As a bonus action, you can cast the Etherealness spell with this feature at 8th level, without expending a spell slot. However, the spell ends at the start of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Planar Guardian
At 18th level, you can decide with your actions who can teleport or planar travel when you are around. When you hit a creature with an attack, you can mark it until the end of your next rest. A creature marked in this way has to make a Wisdom saving throw against your spell save DC when it tries to teleport or travel between planes. If they fail the save, they won't teleport (the spell fails or they cannot walk into a planar portal). You can mark a number of creatures up to your Wisdom modifier and regain all expended uses when you finish a long rest.
Additionally, when a creature appears trough means of teleportation or planar travel, you can use your reaction to make an opportunity attack against the creature. You make this attack immediately, before they complete their teleport or planar travel. If you mark it, it has to directly roll a Wisdom saving throw, if it fails the save it returns to it's position before it teleported or planar traveled.
Monster Slayer
Monster Slayers have dedicated themselves to hunting creatures that disturb the balance in general, both evil and good, and confront them with their deeds. Trained in supernatural techniques to overcome such monsters, monster slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Features
| hunter Level | Feature |
|---|---|
| 3rd | Specialization Spells, Primeval Prowess, Hunter's Sense |
| 6th | Equiped for the Hunt |
| 14th | Inflict Weakness |
| 18th | Slayer's Counter |
Specialization Spells
You learn additional hunter spells at the hunter levels listed.
Monster Slayer Spells
| hunter Level | Spell |
|---|---|
| 3rd | Heroism, Identify |
| 5th | Moonbeam, Zone of Truth |
| 9th | Magic Circle, Remove Curse |
| 13th | Otiluke's Resilient Sphere, Mordenkainen's Faithful Hound |
| 17th | Dispel Evil and Good, Hold Monster |
Primeval Prowess
When you take this specialization at 3rd level, you rely on ancient powers to detect and protect yourself against monsters of both evil and good. While your Primeval Prowess is active, you gain the benefits from the Detect Evil and Good spell and the Protection from Evil and Good spell, as if you had cast them on yourself. These spells don't require concentration when used in this way.
Starting at 6th level, you draw upon elemental powers to infuse your weapons with power. Additionally, when activating your Primeval Prowess choose a damage type out of; cold, fire, thunder or lightning. All your weapon attacks deal damage of the chosen type until your Primeval Prowess ends. This does not effect the damage type of magical or silvered weapons.
Hunter's Sense
At 3rd level, you use your savvy to deduct characteristics through keen observation. As an bonus action you can choose a creature within 30 feet that you hit with an attack in the last minute. You immediately learn 2 of the following options of your choice:
- The creatures Armor Class.
- An ability score of your choice (you can choose this option multiple times).
- All damage resistances, weaknesses or immunities.
- All condition immunities.
- All language proficiencies.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses on a long rest.
Additionally, you become proficient on of the following skills of your choice: insight or medicine.
Equipped for the Hunt
Starting at 6th level, you make sure to be prepared for anything when you encounter your quarry. You can train a full day (all the time between finishing two long rests) to gain a proficiency of your choice, or expertise in a proficiency you are already proficient in. The proficiency you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. This benefit lasts for a number of days equal to your proficiency bonus, and you can only gain one proficiency or expertise with this feature at the same time.
Inflict Weakness
Starting at 14th level, you have found a way to inflict your opponents with a weakness. While your Primeval Prowess is active, you can use a bonus action to mark a creature within 60 feet. The marked creature gains a damage weakness to a damage type of your choice that it does not have damage resistance or immunity against. You can mark one creature at the time in this way and the mark disappears when your Primeval Prowess is no longer active.
Slayer's Counter
Starting at 18th level, you gain the ability to counterattack when targeted. If a hostile creature damages you, you can use your reaction to make one weapon attack against the initiator. You make this attack immediately, before applying the damage. If the attack hits, apply the attack's normal effects. Besides, you are immune to the damage type(s) of the attack for this turn. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Practice
Safe
Homebrewing
Ranger has been my favorite from the start when we played a few games of 3.5e. I have enjoyed playing other classes as well, but the memories of the Ranger's Apprentice and Aragorn had me always return to playing Ranger. However, the Ranger 5e class has been known for specializing a bit to much, which causes the Ranger from the Player's Handbook to feel underwhelming. Thus my journey began.
Cover Art: WorldAnvil
When you're hyped to give it a try, discuss the possibility with your Dungeon Master.
Inspiration along my journey
Before this journey started I had used this thread from EvilAnagram, already countless of times. Also, I have had the possibility to try out the Revised Ranger.
As a start, I read the previous editions and the pathfinder hunter. Together with my interest of creating a Ranger without spells and the help of some insightful critique most of the groundwork was created.
To get the details straight I compared my approach with the many good ideas already published using GM Binder Search and another great platform which shows acknowledged Ranger homebrew can be found here.
On a final note my friends have expressed their honest opinion, which I have taken into consideration to further improve this class.
For alternative features to play a Ranger without spell casting, check this out. Also Tasha’s Cauldron of Everything is providing updated features for the 5e Ranger.
Previous version:
- 11-11-2021 https://www.gmbinder.com/share/-MlnMNCRGKTsn7TpXIZy/-MoFhJ7FrWWN7gbHhxd9
This class flavored as Ranger, version history (dd/mm/yyyy):
- 12-10-2021 https://www.gmbinder.com/share/-MAp4lqCxthiK1COOjeA
For older versions add the string behind the date, to the link above.
- 03-10-2021 /-Ml4vYoPsOGyWVqQ5CWV
- 27-09-2021 /-MkaZqb9RXiJHxfGFwrq
- 18-09-2021 /-MjrVsW4-AzO82C50phi
- 13-08-2021 /-Mgzgcyt55pmIsUOSzYa
- 05-02-2021 /-MSntLufJLfEfANyKb9y
- 04-02-2021 /-MSgT8YoS2JsFOfxvT9_
- 30-01-2021 /-MSHrN7QHYuliEWxlqUM
- 18-07-2020 /-MCXvsu-FqmnJXs6yRq4
- 18-07-2020 /-MCXpyC6VJ50mde4lQ8_
- 15-07-2020 /-MCGfccMLPpAETdFolKc
- 14-07-2020 /-MCDl7NvyhJsQGzAq1LK
- 08-07-2020 /-MBh6XwwxThnEtQrWs40