Hunter

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Hunter 1 by u/DracoDruid

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wild. As you walk the Hunter's path, you learn specialized tactics for fighting the ever-changing threats you face, adapting your style to slay rampaging ogres and hordes of orcs or towering giants and terrifying dragons.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Hunter Spells
Ranger Level Spell
3rd absorb elements, heroism
5th enhance ability, lesser restoration
9th elemental weapon,
protection from energy
13th death ward, locate creature
17th greater restoration, hold monster

Favored Enemy

Beginning at 3rd level, you have have learned how to tap into the collective knowledge of the Hunter Conclave, in order to predict the abilities, behaviors, and characteristics of different types of creatures.

When you finish a long rest, choose a type of creature as your favored enemy (e.g. aberrations, beasts, humanoids, or undead).

You have advantage on any Wisdom check targeting your favored enemies ‐ such as tracking, detecting, or analyzing and predicting their typical tactics and behavior — or Intelligence checks to recall lore about them.

Foe Slayer

At 3rd level, you learn specialized tactics to bring down your current prey.

Your Eye for Weakness feature gains the following additional condition for applying extra damage:

  • The target belongs to the type you chose as your Favored Enemy.

Defensive Tactics

At 7th level, you learn tactics that help protect you on your hunt. Choose one benefit from the following list. When you finish a long rest, you can replace your current benefit with another one from the list.

Dodge the Ogre's Club. When a Large or larger creature you can see makes a weapon attack against you, you can impose disadvantage on the attack. You can't use this feature again until the beginning of your next turn.

Resist the Flayer's Mind. When a creature you can see uses an ability that forces you to make an Intelligence, Wisdom, or Charisma saving throw, you can add your Focus Die to the roll.

Wade in the Water. Your movement doesn't provoke opportunity attacks. In addition, once per turn, when a creature hits or misses you with an attack, you can move 5 feet immediately after the attack.

Retaliation Tactics

At 11th level, you have developed tactics to exploit any mistake your prey makes. Choose one benefit from the following list. When you finish a long rest, you can replace your current benefit with another one from the list.

Poke the Beholder's Eye. When a creature you can see forces you to make a saving throw, you can use your reaction to make a single weapon attack against that creature. You make this attack immediately before making the saving throw. If your attack hits, you have advantage on the save, in addition to the attack’s normal effects.

Punish the Lumbering Hulk. When a Large or larger creature you can see, hits or misses you with an attack, you can use your reaction to make a single weapon attack against that creature immediately after its attack.

Turn the Tide. When a creature you can see misses you with an attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within its reach. You regain your reaction if that attack misses.

Survival Tactics

At 15th level, your vast experience allows you to deploy tactics to survive the most dire situations. Choose one benefit from the following list. When you finish a long rest, you can replace your current benefit with another one from the list.

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

In the Eye of the Storm. Whenever a creature hits you with an attack, you gain a +2 bonus to your AC at the end of the creature's turn. This bonus lasts until the beginning of your next turn.

Under the Dragon's Breath. When a creature you can see uses an ability that forces you to make a 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.

CR Hunter Variant by u/Dazrin

Hunter Magic

Starting at 3rd level, you learn additional spells based on your selected Hunter features as you gain levels

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. When you hit a creature with a weapon attack, you can add a Focus Die to the damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the 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.

Ranger Level 3rd 5th
Colossus Slayer faerie fire, grease hold person, spiritual weapon
Giant Killer compelled duel, cause fear enthrall, flame blade
Horde Breaker entangle, zephyr strike magic weapon, cordon of arrows

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

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

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

Steel Will. You have advantage on saving throws against being frightened.

Ranger Level 9th
Escape the Horde blink, nondetection
Multiattack Defense haste, slow
Steel Will remove curse, fear

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.

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.

Ranger Level 13th
Volley elemental bane, phantasmal killer
Whirlwind Attack dimension door, greater invisibility

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.

Ranger Level 17th
Evasion hold monster, seeming
Stand Against the Tide destructive wave, mislead
Uncanny Dodge far step, hold monster

Hunter by u/CursoryMargaster

Hunter Spells

You gain the following spells at the listed ranger levels. The spells are considered ranger spells for you. You always have them prepared, and they don't count against your number of spells prepared.

Ranger Level Spells
3 ensnaring strike, faerie fire
5 hold person, earthbind
9 slow, stinking cloud
13 locate creature, Otiluke's resilient sphere
17 hold monster, legend lore

Hunter's Quarry

3rd level: You have mastered the art of pursuit. As a bonus action, you can attempt to mark a creature as your quarry. The creature makes a WIS save against your spell save DC. The target gains additional modifiers to its WIS save based on how well you know the target and what physical trace of the target you have on hand:

Knowledge Save Modifier
Know target secondhand +4
Know target firsthand +0
Know target well -4
Target is your current quarry -6
Physical Trace Save Modifier
No trace +4
Tracks +0
Article of clothing -2
Treasured item -4
Body part -6

If the creature succeeds on its save, it gains a cumulative +2 bonus to any further saves it makes against this feature for the next week, or until it fails its save.

If the creature fails on its save, it is marked as your quarry for the next 2 days or until you use this feature on a different creature.

You may add your focus die to any ability check made to track, perceive, or otherwise find your quarry, if you aren't already receiving such a bonus. Additionally, you gain the following trigger for the additional damage of your Eye for Weakness Feature:

  • The target is marked as your quarry.

Additionally, you become aware of the general direction towards your quarry every 12 hours (N, NE, E, SE, S, SW, W, NW) while it is on the same plane of existence, but not within 1 mile of you.

At 7th level, you become aware of its direction every hour. At 11th level, you become aware of its direction and current plane of existence every turn.

You can use this feature once, and regain the ability to do so when you finish a short or long rest.

DM Tips: Quarry

The modifiers for the save against Hunter's Quarry are mostly a suggestion. If you want to add more factors that could alter the target's modifiers, feel free to do so. For example, you may rule that the target has advantage on the save (or automatically succeeds on it) if it is on a different plane of existence. You also might rule that it gets a +4 to its save if the trail has gone cold.

Hunter's Quarry is not designed to be a magical divination effect, so it bypasses magic that protects against that, but you could also rule that such magic offers additional bonuses to the save against it.

In regards to the terminology, knowing a target secondhand means you only know information on it, but have not actually seen or met it; if you don't even have secondhand knowledge of the target, you cannot attempt to mark it. Firsthand means you have met the target and either conversed with it, or fought it enough to get a good idea of its capabilities. Knowing a target well means that you have personal history with the target. No trace, as the name implies rather well, means you have no physical thing to study as you are attempting to mark your target (at DM discretion, you can use your memories of a physical trace, though they may have a lesser effect). Tracks refers to the physical trail the creature has left by moving through an area, usually in the form of footprints.

Slayer's Counter

7th level: Your heightened instincts have led to great defensive capabilities. You gain proficiency in Wisdom saving throws. Additionally, when a creature marked as your quarry forces you to make a saving throw, you can use your reaction after rolling to add your focus die to the roll. You can do so after seeing the roll, but before you know the outcome.

Master of the Hunt

11th level: The duration for your Hunter's Quarry feature increases to 7 days. Also, when you choose a quarry, the next ranger spell you cast that targets only that creature doesn't cost a spell slot.

Executioner

15th level: Your focus in combat has become legendary. You gain a bonus to all weapon attack and damage rolls equal to your Wisdom modifier.

Hunter by u/Intelligence14

Adaptability

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

Hunter Magic

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

Hunter’s Prey

At 3rd level, you gain one of the following feature choices:

Hide Cleaver. If you deal more than 10 damage in a single attack on a creature with natural armor, you may choose to reduce the creature's Armor Class by 1, to a minimum of 10 + the creature’s Dexterity modifier. Every 5 hit points the creature heals removes 1 point of reduction to its Armor Class from this feature.

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

  • The target has less than half their normal maximum hit points.

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

Giant Killer. If a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Mobility Exploiter. Your Eye for Weakness feature gains an additional condition:

  • The target moved more than 5 feet on its last turn.

Favored Enemy

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

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

Defensive Tactics

At 7th level, you gain one of the following feature choices:

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

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

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

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

Martial Prowess

At 11th level, you gain one of the following feature choices:

Swiftness. If you hit the same enemy with two attacks on your turn, you may make an additional attack against it as part of the Attack action.

Power Strike. When you take the Attack action, you may choose to forgo additional attacks granted by Extra Attack and other features. If you do so, you may roll three times the weapon's normal damage die if you hit.

Volley. You can now use the Volley action.

Volley: 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.

Whirlwind. You can now use the Whirlwind action.

Whirlwind: Make a melee attack against all creatures within your weapon’s range. As part of this action, you may move up to 10 feet in any direction without provoking attacks of opportunity.

Superior Hunter’s Defense

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

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to reroll 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 half the attack’s damage against you.

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

Slayer by u/Akaineth

Rangers who specialize in hunting down only the most terrifying monsters are called Slayers. As a Slayer you learn specialized tactics to deal with these unnatural threats, utilizing their characteristics against them and defying their terror.

Slayer spells

Ranger Level Spells
3rd protection from evil and good, heroism
5th earthbind, lesser restoration
9th slow, elemental weapon
13th elemental bane, locate creature
17th hold monster, greater restoration

Offset the balance

Starting at 3rd level you've learned to utilize a targets vulnerabilities that come with an increased size. Your Eye for Weakness feature gains the following additional condition for applying extra damage:

  • the target is size Large or larger.

Slayer'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.

Determined Huntsman

Starting at 7th level, When you are forced to make a saving throw against an illusion or an effect to charm you, you can add your Focus Die to the roll.

Additionally, you are immune to being frightened.

Cornered prey

At 11th level, you've learned to react to your target's every move. As a reaction when a creature that you have attacked since the start of your last turn, ends its turn, you can make one attack and move up to half of your movement speed. You can move before or after your attack.

Enhanced weapons

At 15th level, you have mastered using the weaknesses of your enemies to such a degree, their strengths can't save them. If a creature has resistance to damage you deal to it, you can ignore the resistance.

CR Hunter by u/Akaineth

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Slayer spells

Ranger Level Spells
3rd protection from evil and good, heroism
5th earthbind, lesser restoration
9th slow, elemental weapon
13th elemental bane, locate creature
17th hold monster, greater restoration

Favored Enemy

At 3rd level, you have significant experience studying, hunting, and fighting a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You can add your Focus die to any Wisdom check related to your favored enemy.

You can change one of your favored enemies by reading book about them or meditating on previous encounters with them for at least 1 hour after a long rest.

Focused Prey

You know how to read the behavior and movement of a creature. As a Action you can focus on a creature within 120 feet that you can see, marking it as your focused prey. If the target is the same type as your favored enemy, you can use this feature as a Bonus Action instead of an Action.

Your Eye for Weakness feature gains the following additional condition for applying extra damage:

  • the target is your focused prey

You loose your focus after one hour, when you're knocked unconscious or when you mark another creature as you focused prey. Once you've used this feature a number of times equal to your Wisdom modifier (minimum of 1) you can't do so again until you complete a long rest.

Predictable moves

You know your favored enemies and what tricks they use. You can add your Focus Die to saving throws against abilities of your favored enemy.

Cornered prey

At 11th level, you've learned to react to your target's every move. As a reaction when your focused prey ends its turn, you can make one attack against it.

Study your Prey

Starting at 15th level, After you mark a creature as your focused prey, you can choose to change your favored enemy to the same type as your new prey. Furthermore, You can keep your focused prey for 24 hours instead of 1.

Hunter 2 by u/DracoDruid

Archetype Spells

You gain archetype spells at the ranger levels listed.

Hunter Spells
Ranger Level Spell
3rd absorb elements, heroism
5th enhance ability, lesser restoration
9th elemental weapon,
protection from energy
13th death ward, locate creature
17th greater restoration, hold monster

Favored Enemy

Beginning at 3rd level, you have have learned how to tap into the collective knowledge of the Hunter Conclave, in order to predict the abilities, behaviors, and characteristics of different types of creatures.

When you finish a long rest, choose a type of creature as your favored enemy (e.g. aberrations, beasts, humanoids, or undead).

You have advantage on any Wisdom check targeting your favored enemies ‐ such as tracking, detecting, or analyzing and predicting their typical tactics and behavior — or Intelligence checks to recall lore about them.


In addition, your Eye for Weakness feature gains the following additional condition for applying extra damage:

  • The target belongs to the type you chose as your Favored Enemy.

Hunting Tactics

Starting at 3rd level, you learn specialized tactics to bring down your current prey.

Choose one of the Hunting Tactics listed below. You can choose an additional Hunting Tactic when you reach 7th, 11th, and 15th level in this class. You must be of a certain ranger level (or higher) in order to choose more advanced Hunting Tactics.

Whenever you finsish a long rest, you can replace one of your current Hunting Tactics with another one from the list and available for your current ranger level. Starting at 11th level, you can replace two of your current Hunting Tactics whenever you finish a long rest.

Hunting Tactics

3th level Tactics

Avoid the Basilisk's Gaze. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

Between Hammer and Anvil. Creatures don't gain advantage on attack rolls against you from special features such as Pack Tactics, or when using the Help action or the optional flanking rule.

Clip the Wings. When you hit a flying creature with an attack, you can choose to deal no damage and instead force the creature to succeed on a Strength saving throw or be knocked prone. The DC equals 10 or half the damage you would have dealt, whichever number is higher. (see Xanathar's Guide to Everything p. 77)

In the Belly of the Beast. While you are swallowed or engulfed by a creature, you have resistance to the damage it deals to you. In addition, your attacks against it have advantage and deal double damage.

The Bigger They Come. You can add your Focus Die on your Strength (Athletics) checks when you try to shove a creature, and you can try to shove a creature even if it is more than one size larger than you.

Walk the Spider's Web. You are considered invisible towards Blindsight and Tremorsense.


7th level Tactics

Dodge the Ogre's Club. When a Large or larger creature you can see makes a weapon attack against you, you can impose disadvantage on the attack. You can't use this feature again until the beginning of your next turn.

Resist the Flayer's Mind. When a creature you can see uses an ability that forces you to make an Intelligence, Wisdom, or Charisma saving throw, you can add your Focus Die to the roll.

Wade in the Water. Your movement doesn't provoke opportunity attacks. In addition, once per turn, when a creature hits or misses you with an attack, you can move 5 feet immediately after the attack.


11th level Tactics

Poke the Beholder's Eye. When a creature you can see forces you to make a saving throw, you can use your reaction to make a single weapon attack against that creature. You make this attack immediately before making the saving throw. If your attack hits, you have advantage on the save, in addition to the attack’s normal effects.

Punish the Lumbering Hulk. When a Large or larger creature you can see, hits or misses you with an attack, you can use your reaction to make a single weapon attack against that creature immediately after its attack.

Turn the Tide. When a creature you can see misses you with an attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within its reach. You regain your reaction if that attack misses.


15th level Tactics

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

In the Eye of the Storm. Whenever a creature hits you with an attack, you gain a +2 bonus to your AC at the end of the creature's turn. This bonus lasts until the beginning of your next turn.

Under the Dragon's Breath. When a creature you can see uses an ability that forces you to make a 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.

CR Hunter Variant by u/Psychological_Host81

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.

Hunter 3 by u/DracoDruid

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wild. As you walk the Hunter's path, you learn specialized tactics for fighting the ever-changing threats you face, adapting your style to slay rampaging ogres and hordes of orcs or towering giants and terrifying dragons.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Hunter Spells
Ranger Level Spell
3rd absorb elements, heroism
5th enhance ability, lesser restoration
9th elemental weapon,
protection from energy
13th death ward, locate creature
17th greater restoration, hold monster

Favored Enemy

Beginning at 3rd level, you have have learned how to tap into the collective knowledge of the Hunter Conclave, in order to predict the abilities, behaviors, and characteristics of different types of creatures.

Choose a type of creature as your favored enemy (e.g. aberrations, beasts, humanoids, or undead). Whenever you finish a long rest, you can replace your current favored enemy with another type of creatures.

You have advantage on any Wisdom check targeting your favored enemies ‐ such as tracking, detecting, or analyzing and predicting their typical tactics and behavior — or Intelligence checks to recall lore about them.

Foe Slayer

At 3rd level, you learn specialized tactics to bring down your current prey.

Your Eye for Weakness feature gains the following additional condition for applying extra damage:

  • The target belongs to the type you chose as your Favored Enemy.

Defensive Tactics

At 7th level, you learn tactics that help protect you on your hunt.

When one of your favored enemies makes an attack against you or uses an ability that forces you to make a saving throw, you can roll your Focus Die and add it to your AC (against that attack only) or your saving throw total.

You can use this feature a number of times equal to your Wisdom modifier and you regain all expended uses when you finish a long rest.

Retaliation Tactics

At 11th level, you have developed tactics to exploit any mistake your prey makes.

When one of your favored enemies misses you with an attack or you succeed on a saving throw against one of its abilities, you can use your reaction to make a single weapon attack against that creature.

Survival Tactics

At 15th level, your vast experience allows you to deploy tactics to survive the most dire situations.

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

In addition, when one of your favored enemies you can see, uses an ability that forces you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

 

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