Saelethil
2023-05-07, 01:18 PM
I've been compiling notes on what I would want out of a spelless Ranger for a while now and settled on a highly mobile tracker, skirmisher, and wilderness expert with the opportunity to excel at non-wilderness skills for those wishing to play as a bounty hunter or some other non-wilderness themed hunter. When I started I was kind of just mashing abilities from other classes together and while there is still a bit of that I think it's developed its own character and playstyle. I did a quick DPR check (which was likely full of errors, math isn't my strong suit) and it looks like a low optimization Hunter was about on par with a low optimization rogue. I haven't yet tried thoroughly optimizing it yet to compare to a high-op martial but I expect it to be a bit behind which seems balanced by high utility and mobility.
One of my goals was to make sure every level was worth taking, that's not to say it wouldn't multiclass well with any number of other classes but I wanted there to be enough features that were worth taking throughout the classes progression. Did I over do it? That's a distinct possibility. Is its combat efficacy going to vary substantially based on the number of short rests that can be expected at any given table? Well that's a yes... but that can be mitigated by talking to your GM at session 0 or by tripling the SR resources or by regaining some of them when you roll initiative against an enemy. Anyway, hope y'all like it. Any feedback would be appreciated.
Hunter
A gnomish scout guides a small group of warriors through treacherous wilderness, directing their companions when the trail is uncertain and gesturing when there is something nearby that ought to be avoided. When the villain is within their line of sight they observe quickly and report to their party, explaining the strengths & weaknesses intuited at range. With this valuable intel they are able to set up an ambush, quickly incapacitating a deadly foe.
A Dwarven bounty hunter armed only with a bow and his bare hands examines a faint scrape on the wall of a cave. He ***** his head slightly before immediately dodging out of the way as a large blade swings down at him. Bruising himself off he re-examines the mark on the wall and continues his pursuit of his target. The following day he corners his target behind a trick wall deep beneath a mountain, quickly knocking his target from one wall to the other before being able to apply shackles and knock him unconscious.
An elf sits meditating in a tree as an owl slowly materializes in her lap. Immediately following this she distributes a handful of healing herbs and berries before walking into what the entire party knew to be a trap. However, she knew that they would be able to avoid setting off the trap for long enough to make the trap irrelevant. Hopefully impressing upon the regional minions that surrender was the only option that left them with breath in their lungs.
Expert Outlander
Hunter is a malleable concept, do they track down dangerous criminals that have retreated beyond the bounds of civilization, or a mutated beast that has been terrorizing a small town in the middle of the night?
Being able to track their prey is only the beginning of what a Hunter is and ought to be capable of. The most important secondary skills of a hunter are to be able to kill or incapacitate their prey and avoid the wrath of whatever they are hunting once their target feels that there is no escape. They learn to move and strike with speed and precision while maneuvering themselves so as to be able to step back without leaving an opening lest the predator become the prey. Next to finding and dealing with their prey before their prey kills them, another important ability in the toolbelt of a Hunter is the ability to tell at a glance what a creature's strengths and weaknesses are so that they and their companions can eliminate the threat as efficiently as possible.
Many with the training of a Hunter do less hunting than one might imagine, choosing instead to use their understanding of how the predators of the deep woods track and ambush to avoid being tracked or ambushed, this makes them exceptional scouts.
Creating a Hunter
As you create your hunter character, consider the nature of the training that gave you your particular capabilities. Did you train with a mentor, wandering the wilds together until you mastered the ways of the hunter? Did you leave your apprenticeship, or was your mentor slain‚ perhaps by a creature that crept into camp unnoticed? Or perhaps you learned your skills as part of a larger order of Hunters that maintained a tenuous relationship with a druidic circle, trained in mystic paths as well as wilderness lore after swearing an oath not to abuse your new skills. You might be self-taught, a recluse who learned to track, strike, and avoid reprisal through the necessity of surviving in the wilds.
What led to your dedication to hone your skills as predator and prey? Did a monster kill someone you loved or destroy your home village? Or did you see how much destruction can be wrought by one man and dedicate yourself to ridding the world of its vilest inhabitants? Is your adventuring career a continuation of your work in protecting the edge of civilization from the ever encroaching wilds, or a significant change? What made, or could make, you join up with a band of adventurers? Do you find it challenging to teach new allies to always keep their attention on their surroundings, or do you welcome the distraction they bring from the internal conflict you’ve wrestled with for far too long?
Class Features
As a Hunter, you gain the following class features:
Hit Points
Hit Dice: 1d8 per hunter level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per hunter level after 1st
Proficiencies
Armor: Light, medium, shields
Weapons: Simple weapons, martial weapons
Saves: Strength and Dexterity
Skills: Choose four from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
Languages: Choose any two languages.
Level
Prof.
Features
C.P. Uses
Hunter's Bonus
W.S. Speed Increase
1
+2
Chosen Prey, Expertise
1 + Wis. mod
1d4
-
2
+2
Skirmisher
1 + Wis. mod
1d4
-
3
+2
Hunter's Council
2 + Wis. mod
1d4
-
4
+2
Ability Score Improvement, Wild Swiftness
2 + Wis. mod
1d4
+5
5
+3
Extra Attack
3 + Wis. mod
1d6
+5
6
+3
Outlander's Advantage, Keen Observation
3 + Wis. mod
1d6
+5
7
+3
Council Ability
4 + Wis. mod
1d6
+5
8
+3
Ability Score Improvement, Greater Mobility
4 + Wis. mod
1d6
+10
9
+4
Expertise
5 + Wis. mod
1d8
+10
10
+4
Ability Score Improvement, Greater Skirmisher
5 + Wis. mod
1d8
+10
11
+4
Council Ability, Chosen Prey Improvement
6 + Wis. mod
1d8
+10
12
+4
Ability Score Improvement, Wild Swiftness Improvement
6 + Wis. mod
1d8
+15
13
+5
Preternatural Awareness
7 + Wis. mod
1d10
+15
14
+5
Evasive
7 + Wis. mod
1d10
+15
15
+5
Instinctive Reliability
8 + Wis. mod
1d10
+15
16
+5
Ability Score Improvement, Untouchable
8 + Wis. mod
1d10
+20
17
+6
Chosen Prey Augmentation
9 + Wis. mod
1d12
+20
18
+6
Council Ability
9 + Wis. mod
1d12
+20
19
+6
Ability Score Improvement, Field Guide
10 + Wis. mod
1d12
+20
20
+6
Apex Predator
10 + Wis. mod
1d12
+25
Chosen Prey (CP)
As a bonus action, choose a creature that you can see or hear or that you have traces of, whether that be tracks, blood, a scrap of fabric torn from a garment, or some other physical trace. While your attention is on a creature using this feature you gain the following benefits:
You have advantage on all ability checks made to locate the creature.
You score a critical hit when you roll a 19 and a 20 against your Chosen Prey.
Once per turn when you hit a Chosen Prey with a weapon attack or an unarmed strike the attack deals additional damage to the creature as shown in the “Hunter's bonus” column of the hunter table. Even if you have multiple creatures marked you can only apply this bonus damage to one attack per turn.
You can only focus on a number of creatures = to your Wisdom modifier at a time and your focus on a creature lasts for a number of hours equal to your Hunter level per use.
You can use this feature a number of times equal to half your Hunter Level (rounded up) + your wisdom modifier and regain all expended uses when you complete a short or long rest.
Expertise
At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At level 9, you can choose 2 more of your proficiencies to gain this benefit.
Skirmisher
Beginning at 2nd level, when a creature moves within 15 feet of you, you can use your reaction to move up to half your speed without provoking attacks of opportunity. You can also make this movement whenever you roll for Initiative, whether or not there is an enemy within 15 feet of you.
Additionally, you can take the dash or disengage action as a bonus action.
Wild Swiftness
Beginning at 4th level, your movement speed increases by 5 feet and moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Outlander’s Advantage
Beginning at 6th level, while you are conscious, you and all allies within 10 feet of you add your Hunter’s Bonus to all ability checks made using the Nature, Perception, Stealth, and Survival skills.
Keen Observation
You are capable of picking up on details in how a creature moves and interacts with its surroundings, giving you insight into its traits and capabilities. Beginning at 6th level, while you have a Chosen Prey that you can see you can learn one of the following:
Whether the creature’s current HPs are higher or lower than yours.
One of the creature's resistances, immunities, or vulnerabilities.
The creature's highest or lowest ability score.
The creature's AC.
Once you have used this ability you cannot do so again until you have observed the creature for an additional 10 minutes unless you have hit the creature with an unarmed strike or weapon attack. Once on each of your turns when you hit a chosen prey with a weapon attack or unarmed strike you can make a DC 10 wisdom check as a part of the attack. On a success you learn another piece of information about them. The DC of this check increases by 5 after each success and resets back to 10 after 10 minutes have passed from the initial observation.
Greater Mobility
Beginning at 8th level, you are able to cover more ground in more ways. Your Wild swiftness speed increases from 5 to 10 feet and you gain swim and climb speeds equal to your walking speed.
Greater Skirmisher
Beginning when you reach 10th level, you gain the ability to take a second reaction every round. This additional reaction can only be used on the Skirmisher ability you gained at 2nd level.
Additionally, whenever you roll for initiative you can add one roll of your Hunter’s Bonus die.
Chosen Prey Improvement
When you reach 11th level you have become a more skilled hunter. You now add your Hunter's Bonus damage to every attack you make against your Chosen Prey and you now crit on an 18, 19, and 20 against your Chosen Prey.
Additionally, you regain 1 use of your CP when you roll initiative against an enemy and once per turn you can deal your Hunter's Bonus damage to a creature that is not your Chosen Prey.
Wild Swiftness Improvement
Beginning when you reach 12th level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge as you evade danger. Your Wild Swiftness movement speed increases from 10 to 15 feet and when you roll for Initiative you roll with advantage.
Additionally, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Preternatural Awareness
At this point in your progression the things you hunt wield many unnatural abilities. Starting at 13th level, you gain Blindsight out to a range or 30 feet, If you already have blindsight the range increases by 30 feet.
Additionally, you cannot be surprised.
Evasive
When you reach 14th level, you become more difficult to harm and harder to pin down. When a creature attempts to shove or grapple you or you are caught in an Area of Effect ability (such as a dragon’s fire breath or the circle of death spell) you can focus your energy into avoiding the effect. When you do so you expend 1 use of your Chosen Prey and reroll the ability check or saving throw.
Instinctive Reliability
Beginning at 15th level, whenever you roll for initiative or make an ability check benefiting from Expertise you can treat a d20 roll of 9 or lower as a 10.
Untouchable
You continue improving in speed and the ability to avoid damage. Beginning when you reach 16th level your Wild Swiftness speed increases from 15 to 20 feet.
Additionally, when your Chosen Prey hits you with an attack you can use your reaction to reduce the damage by an amount equal to half your Hunter Level (rounded up) + your wisdom modifier.
Chosen Prey Augmentation
Reaching level 17 has brought you near the pinnacle of the natural hierarchy. You now crit on an 17, 18, 19, and 20 against your Chosen Prey and when you take the attack action and make both attacks against the same Chosen Prey you can make a 3rd attack against the same Chosen Prey.
Additionally, on your first turn in combat, you may make 1 additional attack as long as that attack targets a creature that has not yet taken a turn.
Field Guide
By 19th level your party has grown more capable of discerning the quick directions and signals you give them. The range to which your allies can benefit from Outlander’s Advantage increases to 30 feet. If you already have a feature from this class that increases the range of Outlander’s Advantage, instead of setting it to 30 feet it is tripled.
Additionally, when you complete a Short Rest you reduce your exhaustion level by 1 and you can make a DC 15 Wisdom (Medicine) check for each of your allies who are resting within 30 feet of you to also reduce their exhaustion levels by 1.
Apex Predator
When you reach 20th level you become the Apex Predator of nearly every region you find yourself in. You gain the following benefits:
You are resistant to all Bludgeoning, Piercing, and Slashing damage.
When you use the reaction granted to you by Skirmisher you can make an attack with advantage. This attack can only be made once per round, even if you use both of your reactions on Skirmisher.
Your Wild Swiftness speed increases from 20 to 25 feet.
You gain expertise in 2 more skills.
Hunter’s Councils
Council of The Pack Master
Those with the instinct or training for the Council of The Pack Master find themselves directing the flow of combat with the responsibility for the wellbeing of your allies that this power entails.
Master of the Pack
Beginning when you choose this council at 3rd level, you learn to direct your allies to the weak points of your Chosen Prey. While your Chosen Prey is active and you are capable of communication (whether that be signal, speech, or something else), any ally that can see or hear you can add your Hunter's Bonus damage to one weapon attack or unarmed strike against your chosen prey on each of their turns.
Additionally, you can take the Help action as a bonus action.
Confident Demeanor
You compose yourself with an air of confidence that your allies find calming, allowing them to focus on taking care of themselves and each other. Beginning when you choose this council, whenever you and any allies within 30 feet of you complete a short rest, you and your allies regain additional HP equal to one roll of your Hunter’s Bonus + half your Hunter level (rounded up).
Leader’s Call
Beginning at 7th level, when you roll initiative or as an action or bonus action on a subsequent turn you can encourage a number of allies within 30 feet of you equal to half your Hunter level (rounded up). You and these allies gain temporary HP equal to 1 roll of your Hunter's Bonus die + your Wisdom modifier. Each of these allies can immediately use their reaction to move up to half their movement speed.
Once you have used this ability you cannot do so again until you complete a short or long rest unless you expend 1 use of your CP as a part of the additional use.
Call to Aggression
Beginning at 11th level, the reaction granted by your Leader’s Call also allows your chosen allies to attempt to Shove a creature within range.
Ranging Guide
Beginning when you reach 11th level, the range to which your allies can benefit from your Outlander’s Advantage increases to 30 feet.
Call to War
Beginning when you reach 18th level, you gain a second use of Leader’s Call and the reaction granted to your allies allows them to make a weapon attack or unarmed strike in place of the Shove granted by Call to Aggression. These attacks deal additional damage equal to your Hunter’s Bonus.
Council of The Moon
The Council of The Moon draws those most in tune with their animalistic side and its members will often find themselves leading any charge that their allies might be making.
Beastial Form
When you choose this council at 3rd level you embrace your bestial side, gaining the following benefits:
Your maximum HP increases by 3 and you gain 1 additional HP for every additional level you take in this class.
Your Unarmed Strikes deal your choice of Bludgeoning, Piercing, or Slashing damage equal to your Hunter's Bonus and when you take the attack action you can make 1 unarmed strike as a bonus action.
You can Shove or Grapple as a bonus action.
Your armor class while you are not wearing armor or wielding a shield becomes 13 + your choice of your Constitution or Wisdom modifier.
You can speak with Beasts without requiring a spell.
Beastial Fortitude
Beginning at 7th level, you gain Proficiency in Constitution saving throws.
Additionally, your unarmed strikes are considered magical for the sake of overcoming resistances and your unarmored AC increases to 14 + Wis. or Con. modifier.
Dire Form
Beginning when you reach 11th level, whenever you hit your Chosen Prey with a melee attack you can force the creature to succeed on a Strength saving throw (DC = 8 + PB + your Str. mod). On a failure they are either knocked prone or pushed 10 feet away from you.
Additionally, you now have advantage against the charmed and frightened conditions and your unarmored AC increases to 15 + Wis. or Con. modifier.
Primal Embodiment
Beginning when you reach 18th level, when you take the attack action you can attack 3 times instead of 2 and the distance you can jump is doubled.
Additionally, as a bonus action you can regain HP equal to half your maximum. Once you have used this ability you cannot do so again until you complete a Short or Long Rest.
Council of The Primeval
Those belonging to the Council of The Primeval have learned to supplement their general capacities with druidic magics.
Woodland’s Ally
When you choose the Council of The Primeval you learn the Find Familiar Spell which which is considered a druid spell for you and does not require material components for you. When you cast find familiar using this feature your familiar is fey and when your familiar takes damage you can use your reaction to take the damage instead. When you do so you take Psychic damage instead of the original type.
Additionally, you now know the druidic language.
Spellcasting
When you reach 3rd level, you augment your instinctive capacities with the ability to cast druidic spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn 2 cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
1/3 caster progression (like an eldritch knight, just with Druid spells instead of Wizard)
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice. The Spells Known column of the Council of The Primeval Spellcasting table shows when you learn more druid spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Spell save DC = 8 + your PB + your Wis. modifier
Spell attack modifier = your PB + your Wis. modifier
Ritual Casting
Spellcasting Focus
Beastly Ally
By the time you reach 7th level your connection to your familiar grows stronger. As a bonus action you can command your familiar to take the attack action.
When your familiar attacks you can use your spell attack modifier or the beasts attack modifier (whichever is higher) and it deals damage equal to 1 roll of your Hunter’s Bonus die + your Wisdom modifier.
Primeval Warrior
You continue intertwining druidic magic with your martial capacities. Beginning at 11th level, when you take the attack action you can replace one of your attacks with one of your druid cantrips.
Additionally, when your Chosen Prey is damaged by one of your druid spells they take additional Hunter’s Bonus damage of the same type as the spells damage.
Primeval Conduit
When you reach 18th level you can feel primeval magic coursing through you. Whenever you complete a short rest you can recover a 1st level spell slot.
Additionally, as a bonus action you can teleport to the location of your familiar as long as you are within 100 feet of it.
One of my goals was to make sure every level was worth taking, that's not to say it wouldn't multiclass well with any number of other classes but I wanted there to be enough features that were worth taking throughout the classes progression. Did I over do it? That's a distinct possibility. Is its combat efficacy going to vary substantially based on the number of short rests that can be expected at any given table? Well that's a yes... but that can be mitigated by talking to your GM at session 0 or by tripling the SR resources or by regaining some of them when you roll initiative against an enemy. Anyway, hope y'all like it. Any feedback would be appreciated.
Hunter
A gnomish scout guides a small group of warriors through treacherous wilderness, directing their companions when the trail is uncertain and gesturing when there is something nearby that ought to be avoided. When the villain is within their line of sight they observe quickly and report to their party, explaining the strengths & weaknesses intuited at range. With this valuable intel they are able to set up an ambush, quickly incapacitating a deadly foe.
A Dwarven bounty hunter armed only with a bow and his bare hands examines a faint scrape on the wall of a cave. He ***** his head slightly before immediately dodging out of the way as a large blade swings down at him. Bruising himself off he re-examines the mark on the wall and continues his pursuit of his target. The following day he corners his target behind a trick wall deep beneath a mountain, quickly knocking his target from one wall to the other before being able to apply shackles and knock him unconscious.
An elf sits meditating in a tree as an owl slowly materializes in her lap. Immediately following this she distributes a handful of healing herbs and berries before walking into what the entire party knew to be a trap. However, she knew that they would be able to avoid setting off the trap for long enough to make the trap irrelevant. Hopefully impressing upon the regional minions that surrender was the only option that left them with breath in their lungs.
Expert Outlander
Hunter is a malleable concept, do they track down dangerous criminals that have retreated beyond the bounds of civilization, or a mutated beast that has been terrorizing a small town in the middle of the night?
Being able to track their prey is only the beginning of what a Hunter is and ought to be capable of. The most important secondary skills of a hunter are to be able to kill or incapacitate their prey and avoid the wrath of whatever they are hunting once their target feels that there is no escape. They learn to move and strike with speed and precision while maneuvering themselves so as to be able to step back without leaving an opening lest the predator become the prey. Next to finding and dealing with their prey before their prey kills them, another important ability in the toolbelt of a Hunter is the ability to tell at a glance what a creature's strengths and weaknesses are so that they and their companions can eliminate the threat as efficiently as possible.
Many with the training of a Hunter do less hunting than one might imagine, choosing instead to use their understanding of how the predators of the deep woods track and ambush to avoid being tracked or ambushed, this makes them exceptional scouts.
Creating a Hunter
As you create your hunter character, consider the nature of the training that gave you your particular capabilities. Did you train with a mentor, wandering the wilds together until you mastered the ways of the hunter? Did you leave your apprenticeship, or was your mentor slain‚ perhaps by a creature that crept into camp unnoticed? Or perhaps you learned your skills as part of a larger order of Hunters that maintained a tenuous relationship with a druidic circle, trained in mystic paths as well as wilderness lore after swearing an oath not to abuse your new skills. You might be self-taught, a recluse who learned to track, strike, and avoid reprisal through the necessity of surviving in the wilds.
What led to your dedication to hone your skills as predator and prey? Did a monster kill someone you loved or destroy your home village? Or did you see how much destruction can be wrought by one man and dedicate yourself to ridding the world of its vilest inhabitants? Is your adventuring career a continuation of your work in protecting the edge of civilization from the ever encroaching wilds, or a significant change? What made, or could make, you join up with a band of adventurers? Do you find it challenging to teach new allies to always keep their attention on their surroundings, or do you welcome the distraction they bring from the internal conflict you’ve wrestled with for far too long?
Class Features
As a Hunter, you gain the following class features:
Hit Points
Hit Dice: 1d8 per hunter level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per hunter level after 1st
Proficiencies
Armor: Light, medium, shields
Weapons: Simple weapons, martial weapons
Saves: Strength and Dexterity
Skills: Choose four from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
Languages: Choose any two languages.
Level
Prof.
Features
C.P. Uses
Hunter's Bonus
W.S. Speed Increase
1
+2
Chosen Prey, Expertise
1 + Wis. mod
1d4
-
2
+2
Skirmisher
1 + Wis. mod
1d4
-
3
+2
Hunter's Council
2 + Wis. mod
1d4
-
4
+2
Ability Score Improvement, Wild Swiftness
2 + Wis. mod
1d4
+5
5
+3
Extra Attack
3 + Wis. mod
1d6
+5
6
+3
Outlander's Advantage, Keen Observation
3 + Wis. mod
1d6
+5
7
+3
Council Ability
4 + Wis. mod
1d6
+5
8
+3
Ability Score Improvement, Greater Mobility
4 + Wis. mod
1d6
+10
9
+4
Expertise
5 + Wis. mod
1d8
+10
10
+4
Ability Score Improvement, Greater Skirmisher
5 + Wis. mod
1d8
+10
11
+4
Council Ability, Chosen Prey Improvement
6 + Wis. mod
1d8
+10
12
+4
Ability Score Improvement, Wild Swiftness Improvement
6 + Wis. mod
1d8
+15
13
+5
Preternatural Awareness
7 + Wis. mod
1d10
+15
14
+5
Evasive
7 + Wis. mod
1d10
+15
15
+5
Instinctive Reliability
8 + Wis. mod
1d10
+15
16
+5
Ability Score Improvement, Untouchable
8 + Wis. mod
1d10
+20
17
+6
Chosen Prey Augmentation
9 + Wis. mod
1d12
+20
18
+6
Council Ability
9 + Wis. mod
1d12
+20
19
+6
Ability Score Improvement, Field Guide
10 + Wis. mod
1d12
+20
20
+6
Apex Predator
10 + Wis. mod
1d12
+25
Chosen Prey (CP)
As a bonus action, choose a creature that you can see or hear or that you have traces of, whether that be tracks, blood, a scrap of fabric torn from a garment, or some other physical trace. While your attention is on a creature using this feature you gain the following benefits:
You have advantage on all ability checks made to locate the creature.
You score a critical hit when you roll a 19 and a 20 against your Chosen Prey.
Once per turn when you hit a Chosen Prey with a weapon attack or an unarmed strike the attack deals additional damage to the creature as shown in the “Hunter's bonus” column of the hunter table. Even if you have multiple creatures marked you can only apply this bonus damage to one attack per turn.
You can only focus on a number of creatures = to your Wisdom modifier at a time and your focus on a creature lasts for a number of hours equal to your Hunter level per use.
You can use this feature a number of times equal to half your Hunter Level (rounded up) + your wisdom modifier and regain all expended uses when you complete a short or long rest.
Expertise
At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At level 9, you can choose 2 more of your proficiencies to gain this benefit.
Skirmisher
Beginning at 2nd level, when a creature moves within 15 feet of you, you can use your reaction to move up to half your speed without provoking attacks of opportunity. You can also make this movement whenever you roll for Initiative, whether or not there is an enemy within 15 feet of you.
Additionally, you can take the dash or disengage action as a bonus action.
Wild Swiftness
Beginning at 4th level, your movement speed increases by 5 feet and moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Outlander’s Advantage
Beginning at 6th level, while you are conscious, you and all allies within 10 feet of you add your Hunter’s Bonus to all ability checks made using the Nature, Perception, Stealth, and Survival skills.
Keen Observation
You are capable of picking up on details in how a creature moves and interacts with its surroundings, giving you insight into its traits and capabilities. Beginning at 6th level, while you have a Chosen Prey that you can see you can learn one of the following:
Whether the creature’s current HPs are higher or lower than yours.
One of the creature's resistances, immunities, or vulnerabilities.
The creature's highest or lowest ability score.
The creature's AC.
Once you have used this ability you cannot do so again until you have observed the creature for an additional 10 minutes unless you have hit the creature with an unarmed strike or weapon attack. Once on each of your turns when you hit a chosen prey with a weapon attack or unarmed strike you can make a DC 10 wisdom check as a part of the attack. On a success you learn another piece of information about them. The DC of this check increases by 5 after each success and resets back to 10 after 10 minutes have passed from the initial observation.
Greater Mobility
Beginning at 8th level, you are able to cover more ground in more ways. Your Wild swiftness speed increases from 5 to 10 feet and you gain swim and climb speeds equal to your walking speed.
Greater Skirmisher
Beginning when you reach 10th level, you gain the ability to take a second reaction every round. This additional reaction can only be used on the Skirmisher ability you gained at 2nd level.
Additionally, whenever you roll for initiative you can add one roll of your Hunter’s Bonus die.
Chosen Prey Improvement
When you reach 11th level you have become a more skilled hunter. You now add your Hunter's Bonus damage to every attack you make against your Chosen Prey and you now crit on an 18, 19, and 20 against your Chosen Prey.
Additionally, you regain 1 use of your CP when you roll initiative against an enemy and once per turn you can deal your Hunter's Bonus damage to a creature that is not your Chosen Prey.
Wild Swiftness Improvement
Beginning when you reach 12th level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge as you evade danger. Your Wild Swiftness movement speed increases from 10 to 15 feet and when you roll for Initiative you roll with advantage.
Additionally, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Preternatural Awareness
At this point in your progression the things you hunt wield many unnatural abilities. Starting at 13th level, you gain Blindsight out to a range or 30 feet, If you already have blindsight the range increases by 30 feet.
Additionally, you cannot be surprised.
Evasive
When you reach 14th level, you become more difficult to harm and harder to pin down. When a creature attempts to shove or grapple you or you are caught in an Area of Effect ability (such as a dragon’s fire breath or the circle of death spell) you can focus your energy into avoiding the effect. When you do so you expend 1 use of your Chosen Prey and reroll the ability check or saving throw.
Instinctive Reliability
Beginning at 15th level, whenever you roll for initiative or make an ability check benefiting from Expertise you can treat a d20 roll of 9 or lower as a 10.
Untouchable
You continue improving in speed and the ability to avoid damage. Beginning when you reach 16th level your Wild Swiftness speed increases from 15 to 20 feet.
Additionally, when your Chosen Prey hits you with an attack you can use your reaction to reduce the damage by an amount equal to half your Hunter Level (rounded up) + your wisdom modifier.
Chosen Prey Augmentation
Reaching level 17 has brought you near the pinnacle of the natural hierarchy. You now crit on an 17, 18, 19, and 20 against your Chosen Prey and when you take the attack action and make both attacks against the same Chosen Prey you can make a 3rd attack against the same Chosen Prey.
Additionally, on your first turn in combat, you may make 1 additional attack as long as that attack targets a creature that has not yet taken a turn.
Field Guide
By 19th level your party has grown more capable of discerning the quick directions and signals you give them. The range to which your allies can benefit from Outlander’s Advantage increases to 30 feet. If you already have a feature from this class that increases the range of Outlander’s Advantage, instead of setting it to 30 feet it is tripled.
Additionally, when you complete a Short Rest you reduce your exhaustion level by 1 and you can make a DC 15 Wisdom (Medicine) check for each of your allies who are resting within 30 feet of you to also reduce their exhaustion levels by 1.
Apex Predator
When you reach 20th level you become the Apex Predator of nearly every region you find yourself in. You gain the following benefits:
You are resistant to all Bludgeoning, Piercing, and Slashing damage.
When you use the reaction granted to you by Skirmisher you can make an attack with advantage. This attack can only be made once per round, even if you use both of your reactions on Skirmisher.
Your Wild Swiftness speed increases from 20 to 25 feet.
You gain expertise in 2 more skills.
Hunter’s Councils
Council of The Pack Master
Those with the instinct or training for the Council of The Pack Master find themselves directing the flow of combat with the responsibility for the wellbeing of your allies that this power entails.
Master of the Pack
Beginning when you choose this council at 3rd level, you learn to direct your allies to the weak points of your Chosen Prey. While your Chosen Prey is active and you are capable of communication (whether that be signal, speech, or something else), any ally that can see or hear you can add your Hunter's Bonus damage to one weapon attack or unarmed strike against your chosen prey on each of their turns.
Additionally, you can take the Help action as a bonus action.
Confident Demeanor
You compose yourself with an air of confidence that your allies find calming, allowing them to focus on taking care of themselves and each other. Beginning when you choose this council, whenever you and any allies within 30 feet of you complete a short rest, you and your allies regain additional HP equal to one roll of your Hunter’s Bonus + half your Hunter level (rounded up).
Leader’s Call
Beginning at 7th level, when you roll initiative or as an action or bonus action on a subsequent turn you can encourage a number of allies within 30 feet of you equal to half your Hunter level (rounded up). You and these allies gain temporary HP equal to 1 roll of your Hunter's Bonus die + your Wisdom modifier. Each of these allies can immediately use their reaction to move up to half their movement speed.
Once you have used this ability you cannot do so again until you complete a short or long rest unless you expend 1 use of your CP as a part of the additional use.
Call to Aggression
Beginning at 11th level, the reaction granted by your Leader’s Call also allows your chosen allies to attempt to Shove a creature within range.
Ranging Guide
Beginning when you reach 11th level, the range to which your allies can benefit from your Outlander’s Advantage increases to 30 feet.
Call to War
Beginning when you reach 18th level, you gain a second use of Leader’s Call and the reaction granted to your allies allows them to make a weapon attack or unarmed strike in place of the Shove granted by Call to Aggression. These attacks deal additional damage equal to your Hunter’s Bonus.
Council of The Moon
The Council of The Moon draws those most in tune with their animalistic side and its members will often find themselves leading any charge that their allies might be making.
Beastial Form
When you choose this council at 3rd level you embrace your bestial side, gaining the following benefits:
Your maximum HP increases by 3 and you gain 1 additional HP for every additional level you take in this class.
Your Unarmed Strikes deal your choice of Bludgeoning, Piercing, or Slashing damage equal to your Hunter's Bonus and when you take the attack action you can make 1 unarmed strike as a bonus action.
You can Shove or Grapple as a bonus action.
Your armor class while you are not wearing armor or wielding a shield becomes 13 + your choice of your Constitution or Wisdom modifier.
You can speak with Beasts without requiring a spell.
Beastial Fortitude
Beginning at 7th level, you gain Proficiency in Constitution saving throws.
Additionally, your unarmed strikes are considered magical for the sake of overcoming resistances and your unarmored AC increases to 14 + Wis. or Con. modifier.
Dire Form
Beginning when you reach 11th level, whenever you hit your Chosen Prey with a melee attack you can force the creature to succeed on a Strength saving throw (DC = 8 + PB + your Str. mod). On a failure they are either knocked prone or pushed 10 feet away from you.
Additionally, you now have advantage against the charmed and frightened conditions and your unarmored AC increases to 15 + Wis. or Con. modifier.
Primal Embodiment
Beginning when you reach 18th level, when you take the attack action you can attack 3 times instead of 2 and the distance you can jump is doubled.
Additionally, as a bonus action you can regain HP equal to half your maximum. Once you have used this ability you cannot do so again until you complete a Short or Long Rest.
Council of The Primeval
Those belonging to the Council of The Primeval have learned to supplement their general capacities with druidic magics.
Woodland’s Ally
When you choose the Council of The Primeval you learn the Find Familiar Spell which which is considered a druid spell for you and does not require material components for you. When you cast find familiar using this feature your familiar is fey and when your familiar takes damage you can use your reaction to take the damage instead. When you do so you take Psychic damage instead of the original type.
Additionally, you now know the druidic language.
Spellcasting
When you reach 3rd level, you augment your instinctive capacities with the ability to cast druidic spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn 2 cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
1/3 caster progression (like an eldritch knight, just with Druid spells instead of Wizard)
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice. The Spells Known column of the Council of The Primeval Spellcasting table shows when you learn more druid spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Spell save DC = 8 + your PB + your Wis. modifier
Spell attack modifier = your PB + your Wis. modifier
Ritual Casting
Spellcasting Focus
Beastly Ally
By the time you reach 7th level your connection to your familiar grows stronger. As a bonus action you can command your familiar to take the attack action.
When your familiar attacks you can use your spell attack modifier or the beasts attack modifier (whichever is higher) and it deals damage equal to 1 roll of your Hunter’s Bonus die + your Wisdom modifier.
Primeval Warrior
You continue intertwining druidic magic with your martial capacities. Beginning at 11th level, when you take the attack action you can replace one of your attacks with one of your druid cantrips.
Additionally, when your Chosen Prey is damaged by one of your druid spells they take additional Hunter’s Bonus damage of the same type as the spells damage.
Primeval Conduit
When you reach 18th level you can feel primeval magic coursing through you. Whenever you complete a short rest you can recover a 1st level spell slot.
Additionally, as a bonus action you can teleport to the location of your familiar as long as you are within 100 feet of it.