Community Ranger Hunter Variant
Hunter Magic
Starting at 3rd level, you learn additional spells from this subclass as well as based on your selected Hunter features as you gain levels. Once you gain access to a conclave spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Ranger Level | Spell |
---|---|
3rd | Hunter's Mark |
5th | Pass without a Trace |
9th | Slow |
13th | Freedom of Movement, Greater Invisibility |
17th | Commune with Nature, Hold Monster |
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer. Your tenacity can wear down the most potent foes. Your Eye for Weakness feature gains the following additional condition for applying extra damage:
- The target is below their Maximum hitpoints.
Giant Killer. You see the weak points of any giant creature when they attack you. At the start of your turn, You add a focus die on your first attack roll against a giant creature that attacked you before your turn. Your Eye for Weakness feature gains the following additional condition for applying extra damage:
- The target is a Large or larger creature.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. You consider the same type of creatures as the same target as to not counter the effect of the first condition on EfW.
Hunted Prey you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. Your Eye for Weakness feature gains the following additional condition for applying extra damage:
- The target of your Hunted Prey
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
You also gain spells that is added to Hunter's Magic based on the Hunter's Prey of your choice
Ranger Level | 3rd | 5th |
---|---|---|
Collossus Slayer | Hellish Rebuke | Magic Weapon |
Giant Killer | Compelled Duel | Enthrall |
Horde Breaker | Entangle | Spike Growth |
Hunted Prey | Protection From Evil and Good | Branding Smite |
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde. When you provoke an opportunity attack, you can choose to roll a focus die. Your AC increases by the amount rolled against that attack. You can choose to do this a number of times upto your Wisdom Modifier. Any opportunity attack against you are made with disadvantage.
Multiattack Defense. When a creature hits you with an attack, each subsequent attack will have a penalty to hit. Every time the same creature attack you on the same turn that it hits you, roll a focus die, its attack roll will gain a penalty to hit equal to your Wisdom modifier + the number of the focus die rolled.
Steel Will. You have advantage on saving throws against being frightened or being charmed. Also roll a focus die, the number rolled is added to your save roll.
Supernatural Defense Whenever the target of your Hunted Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add your focus die to that roll.
You also gain spells that is added to Hunter's Magic based on the Hunter's Prey of your choice
Ranger Level | 9th |
---|---|
Escape the Horde | Mirror Image |
Multiattack Defense | Haste |
Steel Will | Intellect Fortress |
Supernatural Defense | Magic Circle |
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You can also add a focus die to an attack roll to any number of creature equal to or less than your Wisdom modifier when using this feature.
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can also add a focus die to any damage to any number of creature equal to or less than your Wisdom modifier when using this feature.
Extra Attack (2). You can attack thrice, instead of twice, whenever you take the Attack action on your turn.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. 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.
Slayer's Counter When the target of your Hunted Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.