Hunter
Level | Proficiency Bonus | Features | Hunter's Mark | Traps Known |
---|---|---|---|---|
1st | +2 | Hunter's Mark, Natural Explorer | 1d4 | — |
2nd | +2 | Fighting Style, Tame Beast | 1d4 | — |
3rd | +2 | Hunter Specialization, Disengaging Leap | 1d4 | ─ |
4th | +2 | Ability Score Improvement | 1d4 | — |
5th | +3 | Extra Attack | 1d6 | — |
6th | +3 | Hunter's Traps | 1d6 | 2 |
7th | +3 | Hunter Specialization Feature | 1d6 | 2 |
8th | +3 | Ability Score Improvement | 1d6 | 2 |
9th | +4 | Flare | 1d8 | 3 |
10th | +4 | Stalker's Steps | 1d8 | 3 |
11th | +4 | Hunter Specialization Feature | 1d8 | 3 |
12th | +4 | Ability Score Improvement | 1d8 | 3 |
13th | +5 | Seasoned Tamer | 1d10 | 4 |
14th | +5 | Master Trapper | 1d10 | 4 |
15th | +5 | Hunter Specialization Feature | 1d10 | 4 |
16th | +5 | Ability Score Improvement | 1d10 | 4 |
17th | +6 | Survival of the Fittest | 2d6 | 5 |
18th | +6 | Feral Senses | 2d6 | 5 |
19th | +6 | Ability Score Improvement | 2d6 | 5 |
20th | +6 | Might of the Wild | 2d6 | 5 |
Hit Points
Hit Dice: 1d8 per ranger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons, firearms
Tools: Herbalism Kit
Saving Throws: Strength, Dexterity
Skills: Choose three from Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) a martial weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows
Hunter's Mark
Beginning at 1st level, you are able to mark a target as your quarry. As a bonus action, choose a creature within 120 feet of you that you can see. The target is marked for 1 hour, until you use this feature again, or until it dies. The mark also ends if you fall unconscious. Once per turn, you can deal an extra 1d4 damage to that creature when you hit it with a weapon attack. The amount of extra damage increases as you gain levels in this class, as shown in the Hunter's Mark column of the Hunter table.
In addition, you have advantage on Wisdom (Perception), and Wisdom (Survival) checks you make to find your mark.
Natural Explorer
At 1st level, you are a master at navigating the natural world, and react with swift and decisive actions when attacked.
You gain the following benefits:
- You can add your Wisdom modifier (minimum of zero) to you initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have yet to act.
Additionally, you gain the following benefits as long as you are traveling outside for at least 1 hour:
- You have advantage on checks made to avoid becoming lost.
- You have advantage on Wisdom (Survival) checks made to forage for food or water.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone or only with your beast companion, you can move stealthily at a normal pace.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
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.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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. The weapon must have the two-handed or versatile property for you to gain this benefit
Two-Weapon Fighting
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.
Tame Beast
Beginning at 2nd level, you show a strengthened connection to the wilds and are able to create a powerful bond with a creature of the natural world.
You may attempt to tame a beast within 60 feet of you that can see and hear you, the beast can be no larger than Medium with a challenge rating of 1/2 or lower. Taming a beast requires the expenditure of 50 gp worth of rare herbs and fine food and is a process that often takes many hours of work, or days (DM's discretion).
Once you tame a beast, it gains all the benefits of your Companion's Bond ability. You can only have one beast tamed at a time.
Companion's Bond
Your loyal companion gains a variety of benefits.
- The beast loses its Multiattack action, if it has one.
- Your companion obeys your commands as best it can. It shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you use your bonus action to command it to take the Attack, Dash, Disengage, or Help action. If you are incapacitated or absent, your beast acts on its own.
- Your beast companion has abilities and statistics determined in part by your level. Using your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your companion also adds its proficiency bonus to its AC and to its attack and damage rolls.
- Your beast gains proficiency in two skills of your choice. It also becomes proficient in all saving throws.
- For each character level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.
- Whenever you gain an Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature.
Hunter Specialization
At 3rd level, you choose a specialization that you strive to emulate: Beast Mastery, Marksmanship, or Survival, each of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Disengaging Leap
At 3rd level, you learn how to quickly escape danger. If there is a hostile creature within 5 feet of you, you can use your bonus action to quickly bound backwards out of its reach. You leap away from the creature, moving up to half your speed. This movement doesn't provoke opportunity attacks and your beast companion benefits from the disengage action until the start of your next turn.
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 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hunter's Traps
At 6th level, you have learned how to create specialized traps you can deploy against your prey. You gain proficiency with Alchemist's Supplies and learn how to create 2 Hunter's Traps, which are detailed at the end of this section. During a short or long rest, you can create a number of traps equal to your Proficiency bonus.
You learn how to create one additional Hunter's Trap at 9th level, 13th level, and 17th level. When you learn a new trap you can also replace one trap you know with a different one.
You use your Wisdom modifier when setting the saving throw DC for a Hunter's Trap or Hunter feature that requires a creature to make a saving throw.
Trap DC = 8 + your proficiency bonus + your Wisdom modifier
Flare
At 9th level, you can fire off a magical flare in order to illuminate an area. As a bonus action, you can fire a flare over a space you can see within 90 feet. At the end of your turn, the flare ignites, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. The light persists until the end of your next turn. Creatures within the light cannot benefit from invisibility and Wisdom(Perception) checks made to spot creatures, objects, or traps within the light are made at advantage.
You can use this feature twice and regain all expended uses when you finish a short or long rest.
Stalker's Steps
Starting at 10th level, you can take the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Seasoned Tamer
Starting at 13th level, you have spent enough time around beasts and other similar creatures to gain special knowledge on taming them. Using your Tame Beast feature, you can attempt to tame certain monstrosities (detailed at the end of this section). The monstrosity must be no larger than Medium with a challenge rating of 3 or lower.
Your monstrous companion gains all the benefits of your Companion's Bond, with the exception of gaining additional hit dice from 7th level instead of 2nd.
Master Trapper
Beginning at 14th level, you are able to better craft your traps. The range which you can throw your traps increases by 10 feet, and your traps now only effect creatures of your choosing within their area of effect.
Survival of the Fittest
At 17th level, you gain a mastery over the elements and the harm they can inflict. When you finish a short or long rest, you choose 2 of the following damage types: acid, cold, fire, lightning, poison, or thunder. You and your beast companion gain resistance to these damage types until you finish a short or long rest.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Might of the Wild
At 20th level, you are able to infuse your strikes with magic from the dream. Once per turn, you can add your Wisdom modifier to the attack and damage roll for one of your attacks.
Beast Mastery: A Hunter Archetype
Beast Mastery Features
Ranger Level | Feature |
---|---|
3rd | Master of Beasts, Kill Command |
7th | Barbed Shot |
11th | Animal Aspect |
15th | Bestial Wrath |
Master of Beasts
Beginning at 3rd level, you gain an uncanny understanding of beasts and monsters. You are able to tame beasts with a challenge rating of 1/4 your hunter level rounded down (minimum of 1), and your beast companion gains the following benefits:
- Your beast companion's hit point maximum increases by an amount equal to twice your Hunter level.
- Your beast companion can be up to large sized.
- Your beast companion now has its own initiative and can easily follow basic commands (no action required) such as attack, defend me, move, or keep watch.
Additionally, you gain a connection to the Emerald Dream and are able to send beasts you tame there. You can perform a ritual that takes 1 hour. At the end of the ritual, you open a small gateway to the dream that your beast companion can travel through. When a beast you have tamed is in the dream, they are magically sustained and can be called back to the waking world with the Call Beast ability, which you gain. You can house a number of beasts equal to your Wisdom modifier (minimum of 1) in the dream.
Call Beast. If you have no Beast Companion present on your current plane, you can use your action to summon one of your beast companions from the Emerald Dream. It appears in an unoccupied space within 10 feet of you.
Kill Command
At 3rd level, you can mark a creature for your beast companion to ferociously attack. As an action, you mark a creature you can see within 30 feet of you and within reach of your beast companion. You make one weapon attack against that target and your beast companion makes one
attack against it as well. Until the start of your
next turn, your beast companion gains a bonus on
attacks it makes against the marked creature equal to
your Wisdom modifier.
Barbed Shot
Additionally at 7th level, you learn how to strike a creature hard enough to leave them open to your companion's attacks. When you hit a creature with a weapon attack, the attack deals an additional 1d8 damage and you can leave the target bleeding. Until the start of your next turn, your beast companion can make one additional attack against the target when it takes the attack action on its turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of one). You regain all expended uses when you finish a long rest.
Animal Aspect
At 11th level, you can channel the aspects of different beasts. When you finish a short or long rest, you can choose one Animal Aspect and gain its benefit until you finish your next short or long rest. The aspect you select gains additional benefits when you reach 15th level.
Aspect of the Cheetah. Your speed is increased by 10 feet and opportunity attacks have disadvantage against you. When you reach 15th level, you can take the dash and disengage actions as a bonus action.
Aspect of the Hawk. You gain proficiency in Perception if you don't already have it. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. When you reach 15th level, you gain expertise in Perception and you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
Aspect of the Turtle. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. When you reach 15th level, when you are hit by an attack you gain a +2 bonus to your AC until the start of your next turn. This effect stacks.
Bestial Wrath
Beginning at 17th level, you can send your beast companion into a rage. When you use Kill Command, you can cause your beast companion to go into a frenzy for a number of rounds equal to your Wisdom modifier (minimum of one). While in this state, it keeps its bonus to attack rolls and gains the following benefits:
- When it takes the attack action, it can make one additional attack.
- Once on its turn when it hits a creature with an attack, each creature of your choice within 5 feet of the target takes damage equal to your Wisdom modifier (minimum of one).
- It gains resistance to bludgeoning, piercing, and slashing damage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Marksmanship: A Hunter Archetype
Marksmanship Features
Ranger Level | Feature |
---|---|
3rd | Focused Aim, Stalker |
7th | Lethal Shots |
11th | Camouflage |
13th | Sniper Training |
15th | Lock and Load |
Focused Aim
At 3rd level, you have learned how to steady your aim and calm your nerves to an almost supernatural level. When you mark a creature with your Hunter's Mark feature, you can enhance that mark. If you do, you gain the following benefits while the mark lasts:
- You score a critical hit on a roll of 19 or 20 on the d20 against the marked creature.
- Your Hunter's Mark damage dice are increased by one step. For example: a d4 turns into a d6, a d6 to a d8, a d8 to a d10, and 2d6 to 2d8.
Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 11th level, you can use this feature twice between rests.
Stalker
Beginning at 3rd level, you've mastered the art of ambushes and always know how to get the drop on a target. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn.
If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, your weapon deals an extra die of damage.
Lethal Shots
At 7th level, you have become an even more skilled marksman. Attacks with your ranged weapons ignore half and three quarters cover and you no longer have disadvantage when making ranged weapon attacks against targets that are within five feet of you or prone. Additionally, you can now make opportunity attacks against creatures using a ranged weapon.
Camouflage
Starting at 11th level, you become a master at concealment. As a bonus action, you can become invisible. This effect lasts until you make an attack or force a creature to make a saving throw. At the end of your turn, if you are still invisible, you regain hit points equal to 1d8 plus your Wisdom modifier.
Sniper Training
At 13th level, you have learned how to place your shots from a great distance in order to inflict the most harm. You can fire up to the maximum range of your weapons without disadvantage and your ranged weapon attacks deal 1 additional damage for every 20 feet between you and your target.
Lock and Load
Beginning at 15th level, you can enter a hyper focused state which allows you send flurries of shots at your targets. As a bonus action, you can draw an amount of ammunition equal to your Wisdom modifier (minimum of 2). When you next take the attack action, you can make a ranged weapon attack for each piece of ammunition you drew as one of your attacks.
Once you use this feature, you can't use it again until you finish a long rest.
If you score a critical hit with any ranged weapon attack made as part of Lock and Load, the feature remains usable.
Survival: A Hunter Archetype
Survival Features
Ranger Level | Feature |
---|---|
3rd | Spirit Bond, Wild Strikes |
7th | Terms of Engagement |
11th | Wildfire Bombs |
15th | Coordinated Assault |
Spirit Bond
At 3rd level, you and your beast companion gain a better understanding of one another. Once per turn, when you hit a creature with an attack, your beast companion gains temporary hit points equal to your Proficiency bonus. As long as your beast companion has these temporary hit points, it makes all attack rolls and saving throws at advantage.
Wild Strikes
Beginning at 3rd level, you are able to perform specialized strikes. Once on each of your turns when you take the attack action, you can perform one of the following strikes:
Carve. If your attack would also hit a creature within 5 feet of your target, that creature takes half the damage the target took from the attack.
Concussive Strike. The attack deals an additional 1d8 damage and the creature's speed is reduced by 10 feet until the start of your next turn.
Serpent's Sting. The attack deals an additional 1d6 poison damage and the creature subtracts 1d4 from it's next attack roll.
Terms of Engagement
At 7th level, you and your beast have survived in the wild long enough to know how to overcome challenges that would send normal people running. If you hit a creature or creatures with your Wild Strikes feature, you gain one of the following benefits. These effects last until the start of your next turn.
Carve. Any creature hit by your Carve has disadvantage on attacks made against you and your beast companion.
Concussive Strike. Damage the target deals to you and your beast companion is reduced by an amount equal to your Wisdom modifier (minimum of one).
Serpent's Sting. If the target forces you or your beast companion to make a saving throw, you and your beast companion can add 1d6 to the saving throw.
Wildfire Bombs
Starting at 11th level, you have learned how to craft chaotic alchemical concoctions. During a short or long rest, you can create two Wildfire Bombs. As an action, you can throw the bomb at a point within 30 feet of you that you that you can see. Any creatures within 5 feet of the point has to make a saving throw against your Trap DC. Roll a d8 and consult the Wildfire Bomb table (detailed at the end of this section)
for the effects of the bomb.
When you reach 17th level, you can create a third
bomb during a short or long rest.
Coordinated Assault
Beginning at 15th level, you can call out for a coordinated attack with your beast companion. As a bonus action, you and your beast companion enter a highly coordinated state that lasts for a number of rounds equal to your Wisdom modifier (minimum of one). While in this state, you and your beast companion gain the following benefits:
- When you take the attack action, your beast companion can make an attack for each attack you make.
- Your beast companion gains a bonus to its attack and damage rolls equal to your Wisdom modifier (minimum of one).
- You can use a Wild Strike on each attack you make.
Once you use this feature, you can't use it again until you finish a long rest.
Wildfire Bomb
d8 | Effect |
---|---|
1,2 | Volatile Bomb. (Dex) A creature takes 3d6 fire damage on a failed save or half as much on a success. A creature who fails their saving throw is coated in a volatile substance and takes an additional 2d8 damage from your next Wild Strike before the end of your next turn. |
3,4 | Inferno Bomb. (Dex) A creature takes 6d6 fire damage on a failed save or half as much on a success. |
5,6 | Pheromone Bomb. (Dex) A creature takes 3d6 poison damage on a failed save or half as much on a success. A creature that fails their save is also covered in a mixture of pheromones until the end of their next turn. Your beast companion can make an attack at advantage as a reaction against a creature covered in these pheromones. |
7 | Concussion Bomb. (Con) A creature takes 2d6 thunder damage. A creature that fails their saving throw is stunned until the end of your next turn. |
8 | Disorienting Bomb. (Wis) A creature takes 2d6 poison damage. A creature that fails their saving throw is disoriented until the end of their next turn. A disoriented creature is under the effects of a confusion spell. |
Hunter's Traps
Below are a list of traps that you can learn to create. The prerequisites refer to your level as a Hunter. A trap that is Unique can only be made a number of times equal to its unique rating when you craft your traps during a short or long rest. A trap stays active until it is triggered, until you recover it as an action, or until a creature disarms it by making a Dexterity (Sleight of Hand) check against your saving throw DC.
Bear Trap
A simple trap with metal spring loaded teeth. As a bonus action, you can throw the trap to an unoccupied space you can see within 20 feet. When a creature first enters the trap's space, it triggers. The creature must succeed a Dexterity saving throw or take 2d10 piercing damage and become grappled by the trap. A creature can break free from the trap by using its action to make a Strength(Athletics) check against your saving throw DC.
Binding trap
A mechanical trap loaded with heavy chains attached to a hook. As a bonus action, you can throw the trap to a space you can see within 20 feet. When a creature first tries to leave the trap's space, the trap triggers. The creature must succeed on a Strength saving throw or become
restrained by the chains. A creature can attempt to
break the chains as an action by making a
Strength (Athletics) check, or slip free of them
with a Dexterity (Acrobatics) check.
Concussive Trap
Prerequisite: 13th level | Unique (1)
A trap loaded with an alchemical concoction.
As an action, you can throw the trap to a space
you can see within 30 feet. When a creature first
comes into contact with the trap, it triggers. All
creatures within 10 feet of the trap must make a
Constitution saving throw, taking 5d8 thunder
damage on a failed save or half as much damage
on a success. Creatures who fail their saving throw
are stunned until the end of your next turn.
Creatures damaged by the trap cannot take
reactions until the end of your next turn.
Explosive Trap
Prerequisite: 9th level | Unique (2)
A trap loaded with alchemical fire. As an action, you
can throw the trap to a space you can see within 30 feet. When a creature first comes into contact with the trap,
it triggers. All creatures within 10 feet of the trap must
make a Dexterity saving throw, taking 4d8 fire damage
on a failed save or half as much damage on a success. A creature who fails their save continues to burn, taking
1d8 fire damage at the start of their turn. A creature
can use their action to douse the flames, ending the
effect.
Freezing Trap
A trap loaded with alchemical frost. As an action, you can throw the trap to a space you can see within 30 feet. When a creature first comes into contact with the trap, it triggers. If the creature that triggered the trap is large or smaller, it must succeed on a Dexterity saving throw or become encased in ice for 1 minute or until it takes damage. A creature trapped in ice can make a Strength saving throw at the end of each of their turns in an attempt to break the ice.
Frenzy Trap
Prerequisite: 9th level Beast Mastery hunter | Unique (2)
A trap loaded with shrapnel and a special pheromone. As an action, you can throw the trap to a space you can see within 30 feet. When a creature first comes into contact with the trap, it triggers. Any creatures within 10 feet of the trap must make a Dexterity saving throw or take 2d8 piercing damage and 2d8 poison damage on a failed save or half as much damage on a success. A creature who fails their saving throw also takes an additional 1d8 damage whenever your beast companion deals damage to it until the end of your companion's next turn.
Spell-Storing Trap
Prerequisite: 17th level | Unique (1)
A complex magical trap. This trap stores spells cast into it, holding them until it is triggered. It can hold up to a 5th level spell. Any creature can cast a spell of 1st through 5th level into the trap by touching the trap as the spell is cast. The spell has no effect, other than to be stored in the trap. If the trap can't hold the spell, the spell is expended without effect.
As an action, you can throw the trap to an unoccupied space you can see within 30 feet. When a creature first enters the trap's space, it triggers. If a spell has been stored in the trap, it releases with the trap as its targeted location or the triggering creature as its target.
Tar Trap
A trap loaded with sticky tar. As an action, you can throw the trap to a space you can see within 30 feet. When a creature first comes into contact with the trap, it triggers. The trap releases a wave of tar that spreads 15 feet around the trap. The area becomes difficult terrain and any creature attempting to move within the tar must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your saving throw DC or have their speed reduced by half.
Target Designating Trap
Prerequisite: 7th level Marksmanship Hunter
A small trap infused with some of your ability as a marksman. As an action, you can throw the trap to a space you can see within 40 feet. When a creature first comes into contact with the trap, it triggers. Creatures within 10 feet of the trap must succeed on a Wisdom saving throw or become marked by your Hunter's Mark ability for 1 minute.
Venomous Trap
Prerequisite: 13th level Survival Hunter
A trap loaded with serpent's venom. As a bonus action, you can throw the trap to an unoccupied space you can see within 20 feet. When a creature first enters the trap's space, it triggers. The creature takes 4d6 poison damage and must succeed on a Constitution saving throw or become poisoned for 1 minute. A creature poisoned by this trap gains vulnerability to poison damage. It can make an additional saving throw at the end of each of its turns to end the poison and its effect.
Pet Types
Beast companions fall into one of three categories: Cunning, Ferocity, and Tenacity. Your beast companion gains certain benefits and abilities based on its type and your Hunter level.
Cunning
Cunning pets are graceful creatures. Elegant and swift beasts with a knack for helping their master and companions out of tricky situations. Cunning beasts include:
- Birds of Prey
- Hyenas
- Boars
- Foxes
- Dogs
- Primates
- Raptors
- Snakes
- Sporebats
Pathfinding
As long as your beast is within 30 feet of you and you can see each other, you both gain a +1 bonus to any Dexterity(Acrobatics) or Wisdom(Perception) checks either of you make.
Swiftness
Prerequisite: 5th level
As long as your beast companion is within 30 feet of you and you can see each other, each of your speeds is increased by 10 feet.
Master's Call
Prerequisite: 10th level Beastmaster
As an action, you can call on your beast companion to help a friendly creature. As a reaction, it can move to a friendly creature within range of its speed and channels a small bit of magic from the dream. This replicates a lesser restoration spell. At 15th level, this instead replicates a greater restoration spell. Once you use this ability, you must finish a short or long rest before you can use it again.
Ferocity
Driven by a frenzied persistence to pursue prey, these beasts stop at nothing to achieve victory. Ferocious beasts include:
- Bats
- Carrion Birds
- Cats
- Crocodiles
- Scorpions
- Spiders
- Tallstriders
- Wind Serpents
- Wolves
Stalkers Prowess
As long as your beast is within 30 feet of you and you can see each other, you both gain a +1 bonus to any Dexterity(Stealth) or Wisdom(Survival) checks either of you make.
Predator's Thirst
Prerequisite: 7th level
As long as you are within 5 feet of a creature the beast is attacking and it can see you, it scores a critical hit on a roll of 19 or 20.
Primal Rage
Prerequisite: 15th level Beastmaster
As an action, you command your pet to cry out. It becomes surrounded by an aura of ferocity until the end of your next turn. You and friendly creatures within 10 feet of the beast make attacks at advantage as long as your target it within 5 feet of the beast. Once you use this ability, you can't use it again until you finish a long rest.
Tenacity
Stalwart and veteran defenders who unquestionably place their thick hides and protective exteriors in harm's way for their allies. Tenacious beasts include:
- Bears
- Crabs
- Cranes
- Frogs and Toads
- Rhinos
- Stags and Deer
- Turtles
Protector's Might
As long as your beast is within 30 feet of you and you can see each other, you both gain a +1 bonus to any Strength(Athletics) or Charisma(Intimidation) checks either of you make.
Endurance Training
Prerequisite: 9th level
As long as your beast companion is within 20 feet of you and you can see each other, each of you gain temporary hit points equal to your Wisdom modifier (minimum of one) at the start of your turn.
Survival of the Fittest
Prerequisite: 12th level Beastmaster
As an action, you can command your beast companion to defend a friendly creature you both can see within 10 feet of your beast companion. As a reaction, your beast companion draws on magic from the dream and places a warding bond (as per the spell) on the target and gains a number of temporary hit points equal to your hunter level. Once you use this ability, you can't use it again until you finish a short or long rest.
Monstrous
Normally, these creatures are far too difficult to manage as companions. Skilled hunters however are able to tame these creatures, turning them into a fierce combatant that fights with the same loyalty as any beast. Monstrosities that you can tame as a Hunter are as follows:
- Basilisks
- Blood Beasts
- Core Hounds
- Dragonhawks
- Krolusks
- Nether Rays
- Quilen
- Ravagers
- Silithids
- Spirit Beasts
Glorious Beast
As long as your beast is within 30 feet of you and you can see each other, you each gain a +1 bonus to your AC.
Primal Instincts
Prerequisite: 13th level
As long as your monstrous companion is within 30 feet of you and you can see each other, you are both immune to the charmed and frightened conditions.
Feeding Frenzy
Prerequisite: 15th level Beastmaster
When you score a critical hit with a ranged weapon attack, your monstrous companion automatically scores a critical hit with their next attack before the end of their next turn. When your monstrous companion scores a critical hit, you automatically score a critical hit with your next ranged weapon attack before the end of your next turn.
The automatic critical hit cannot trigger this ability.
Talents
Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.
Hunter's Avoidance
Prerequisite: 5th level
When you use your Hunter's Mark feature to mark a creature, you and your allies gain a keen understanding of the dangers of doing battle with the target. For a number of rounds equal to your Wisdom modifier, you and friendly creatures within 30 feet of you can add your Wisdom modifier to any saving throws made against any spell or ability of the target's.
Scent of Blood
Prerequisite: 5th level, Beast Mastery Hunter
When you hit a creature with an attack, your beast companion deals an additional 1 damage against that creature until the end of it's next turn. If your beast companion hits a creature with an attack, attacks you make deal an additional 1 damage against that creature until the end of your next turn. These effects stack.
Called Shots
Prerequisite: 5th level, Marksmanship Hunter
When you use your Hunter's Mark feature, you can designate one other creature that benefits from the Hunter's Mark the same way you do until the start of your next turn.
Flanking Strike
Prerequisite: 5th level, Survival Hunter
When you hit a creature with one of your Wild Strikes, your beast companion can make one attack against the target using its reaction.
Scatter Shot
Prerequisite: 10th level
When a creature moves within 10 feet of you, you can use your reaction to make a disorienting attack against it. The creature must succeed on a Wisdom saving throw or become incapacitated until the start of your next turn.
You can use this talent a number of times equal to your Wisdom modifier (minimum of one). You regain all expended uses when you finish a long rest.
Debilitating Barbs
Prerequisite: 10th level, Beast Mastery Hunter
When you hit a creature with your Barbed Shot, its speed is halved until the start of your next turn and whenever it makes an attack roll or saving throw before the start of your next turn, it rolls 1d6 and subtracts it from the roll.
Multi-Shot
Prerequisite: 10th level, Marksmanship Hunter
Once on your turn when you make an attack roll, you can have the attack target up to 3 creatures within range and within 10 feet of one another.
You can use this talent a number of times equal to your Wisdom modifier (minimum of one). You regain all expended uses when you finish a long rest.
Lunge
Prerequisite: 10th level, Survival Hunter
You gain an additional 5 feet of reach with any melee weapon you wield. Additionally, if you hit a creature with an opportunity attack, you can have the attack benefit from your Wild Strikes feature.
Explosive Shot
Prerequisite: 15th level
When you hit a creature with an attack, you can cause the attack to leave behind explosive magic. On the end of the target's next turn, the magic detonates in a fiery explosion. The target and creatures within 10 feet of it must make a Dexterity saving throw. A creature takes fire damage equal to 2d10 + your hunter level on a failed save, or half as much on a success.
Once you use this talent, you must finish a short or long rest before you can use it again.
Dire Beast
Prerequisite: 15th level, Beast Mastery Hunter
When you use your Bestial Wrath feature, you summon a spectral beast from the Emerald Dream to fight alongside your beast companion for the duration of the feature. It uses the Dire Wolf statistics and follows the actions of your beast companion on it's turn. It makes an attack as part of the activation of Bestial Wrath and gains the full benefits of the feature for its duration. When Bestial Wrath ends, the spectral beast disperses into a verdant mist.
Chimera Shot
Prerequisite: 15th level, Marksmanship Hunter
Once on each of your turns, you can cause one of your attacks to hit an additional creature within 5 feet of the target. The additional target takes damage from the attack as poison damage.
Mad Bomber
Prerequisite: 15th level, Survival Hunter
You can throw your Wildfire Bombs as a bonus action, their range is increased by 10 feet, and their explosion radius is increased by 5 feet.