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Hunter

De Runarcana Wiki
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This article complies with version 0.94 of Runarcana RPG

A small fox runs without pretense across the sands of Great Sai, the coolness of the night drives it to spend its energy away from its protective mother, it passes through some heated rocks and its curiosity speaks louder than its survival instinct, being hit by a beam of purple light that immobilizes her while making her scream. The pain is immense for the small creature bathed in this energy that wants to manifest itself on land, the seconds that will decide its fate pass and unfortunately the little fox succumbs. Dark veins run through her body, pulsing blue and purple energy, modifying her body and giving her an increasingly frightening appearance, a tentacle emerges from her back and advances through her own head, spreading, ready to give birth to a creature from the Void. .

An arrow dark and silent as the night appears between the creature's eyes, causing a dark goo to leap from the fox's body and begin to release smoke, being corroded by the magic of the rune archer that frees the fox from a life of slavery and destroy that little piece of corruption that tried to invade Runeterra.

The hunter watches the mother fox from afar and through a whistle manages to signal her to flee that region. As the mother fox runs away with her cubs, he knows that he must report as soon as possible to his enclave and its leader Nidalee, the manifestation witnessed, it will probably be necessary to clean that region and close a portal, because there the Void managed to once again extend its tentacles.

The hunter is an expert at tracking and killing or even capturing his prey. Usually he dedicates himself to a specific creature or species, either because of a childhood trauma, or because of the feeling of fulfilling his duty or any other motivation. Relating to a specific region, hunters tend to be mildly parochial, fighting a threat that afflicts their territory. Although they are trained in various weapons, they are most often seen using bows and arrows, through which some channel their powers and potency.

Some hunters are notably opposed to urbanization and the agglomeration of human beings, believing that large groups tend to harm the balance of a region in terms of its fauna, flora, or even the spiritual or magical flow.

Other hunters are opponents of invaders, whether from other regions or even other dimensions, some of them are particularly persecutors of creatures from the Void, especially those who receive knowledge of what happened to Icathia in the past.

Usually stealthy and agile, hunters tend to be more skilled when removed from the urban environment, but in some cases they can be primarily urban, which can create some awkwardness for them in operating in wild spaces.

Whatever the hunter's primacy, he will still know how to operate in a different region, especially when chasing his prey, because when that happens, his primary instincts surface in a supernatural way, making him a fearsome predator.

The Enclaves

Although hunters normally act individually, they usually group together in enclaves, which are a group of hunters with some level of hierarchy among them, in which common objectives mean that they can operate together, often managing to resolve threats that they would not be able to individually.

The structure varies by enclave and region, while some have rigid and even ritualistic structures, others are merely an agreement between people fighting for the same cause.

These groups usually exist unconnected to any legal or constituted power, but often end up connecting to power or receiving support thanks to their valuable service.

Another function of enclaves is the exchange of experience between hunters, through contact with older hunters, often new generations are able to achieve even more success, as they benefit from the experience and wisdom of older hunters.

There are rumors of an enclave that has existed throughout Runeterra, since before the time of the three sisters in the Freljord, an enclave responsible for monitoring and stopping the threat of the Void, however perhaps enclave is not the most correct term for it, since this responsibility is taken by most hunters as their primary duty.

The Bow Preference

Hunters are often trained with many weapons, however, most of them primarily use the bow, keeping swords and daggers as secondary weapons. This is mainly due to their more stalking and sneaky nature, even though they can act on the front line, Hunters obtain greater advantages in battle when well positioned with a tactical advantage.

Another reason for the preferred use of the bow is its training, which tends to be focused more on agility than strength, since it is often more important for a Hunter to leave his prey alive, also remaining alive to warn others about threats.

Creating a Hunter

When you create a Hunter, consider how you were trained. Did a mentor teach you your skills as you traveled the forests of Valoran? Did you abandon your studies or was your mentor killed (perhaps by the same type of creature as your Favorite Enemy)? Regarding your Favorite Enemy, what made you hate this type of creature?

Quick Build

You can build a Hunter quickly by following these suggestions. First, put your highest ability score into Dexterity, followed by Wisdom. Second, choose the Exiled, Outsider or even Mercenary Background.

The Hunter
Nível Characteristics
Favored Enemy, Natural Explorer, Enclave
Primitive Consciousness
Fighting Style, Enclave Trait
Enhancement
Enclave Trait
Favored Enemy
Enclave Trait
Enhancement, Elusive Movement
Enclave Trait
10º Mimetry
11º Enclave Trait
12º Enhancement
13º Enclave Trait
14º Favored Enemy, Trump
15º Enclave Trait
16º Enhancement, Trump
17º Enclave Trait
18º Feral Senses
19º Enhancement, Trump
20º Enclave Trait

Class Features

As a Hunter, you gain the following Class Features.

Hit Points

Hit Dice: 1d10 per Hunter level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hunter level

Proficiencies

Armor: Light armor, medium armor, buckler, light and heavy shields

Weapons: Simple and martial weapons

Craft: None

Saving Throws: Dexterity and Wisdom

Skills: Choose three from Athletics, Stealth, Insight, Investigation, Animal Handling, Nature, Perception, and Survival

Equipment

You start with the following equipment in addition to the equipment granted by your Past:

  • (a) scale mail or (b) leather armor
  • (a) two short swords or (b) two simple melee weapons
  • (a) adventurer set or (b) dungeon explorer set
  • A longbow and a quiver with 20 arrows

Favored Enemy

At 1st level, you've gained enough experience studying, tracking, hunting, and even speaking with a certain type of enemy commonly found in the wild.

Choose a Favored Enemy type: Celestials, Constructs, Dragons, Elementals, Spirits, Faeries, Beasts, Humanoids, Fiends, Undead, Plants, or Voidborn. You add 1.5 times your proficiency bonus to weapon damage rolls against creatures of the chosen type. For example, if your proficiency bonus is +3, you have a bonus to attack damage of 4 [3 + (3 ÷ 2 rounded down)]; if it is +6 the damage bonus would be 9 [6 + (6 ÷ 2 rounded down)].

In addition, you have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn a language of your choice that your Favored Enemy can speak or understand.

You can choose a new Favored Enemy when you reach the 6th and 14th Hunter levels, you can only choose one type of creature that you have already had experience with during your adventures to be your Favored Enemy. When you make this new choice, you gain an additional language that your new Favored Enemy can speak or understand.

Additionally, upon reaching 6th Hunter level, you have advantage in saving throws against spells, attacks and abilities used by a Favored Enemy.

Natural Explorer

You are a master of navigating the natural world and you react quickly and decisively when attacked. This grants you the following benefits:

  • You ignore natural difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on your attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilds. You get the following benefits when traveling for an hour or more:

  • Natural difficult terrain does not slow down group travel.
  • Your party cannot get lost, except through magical effects.
  • 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, you can move stealthily at a normal pace.
  • When you search for food and water, you find twice as much food and water as you normally would.
  • As you track other creatures, you also notice their exact number, their size, and how long ago they spent in the area.

Enclave

At 1st level, you choose to follow one of the Hunter Enclaves. Choose between the Friend of Beast Enclave, the Runic Archer's Hunting Master's Enclave, all detailed at the end of this Class's description. Your choice will grant you features at 1st level and again at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 20th levels.

Primitive Consciousness

Starting at 2nd level, as a bonus action you choose a favored enemy that you can see within 90 feet of you, marking it as your prey. For the next hour, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Perception or Survival checks made to find it.

If the target drops to 0 hit points before 1 hour, you can use a bonus action on your subsequent turn to mark a new target. You can take this action a number of times equal to your Wisdom modifier (minimum of 1) before taking a full rest.

Additionally, you can tune your senses to determine if any of your favorite enemies lurk nearby. By spending 1 uninterrupted minute in concentration (the same as when you are concentrating a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This trait reveals whether your favored enemies are present, their numbers, general direction, and the creatures' distance in miles from you. If there are multiple groups of your favored enemies within range, you acquire this information for each group.

Fighting Style

At 3rd level, you can adopt a specific fighting style as your specialty. If you can choose a new Fighting Style, you cannot choose the same style more than once. Choose one of the following options:

Archery
Your focus on your skill with the bow is exceptional, you constantly find yourself practicing shots trying to hit one arrow with another. When using this style you receive the following benefits using bow and arrow:
  • You gain half your proficiency bonus on attack rolls made with a simple or ranged martial weapon.
  • When you shoot an arrow that doesn't hit the target, you can retrieve it later.
  • You can make attacks of opportunity on eligible targets (within your melee range) with ranged weapons without taking the penalty for making a ranged attack in melee.
Defense
Wearing armor gives you more security so you can enter combat. By using this style you receive the following benefits:
  • While wearing armor, you gain half your proficiency bonus to DR/true damage and a +1 bonus to your AC.
  • You can put on and take off armor in half the time it takes
Duelism
Using just one weapon in one hand gives you greater freedom to use your skill. When using this style, when you wield a melee weapon in one hand and no other weapons, you gain the following benefits:
  • You gain +1 to your attack rolls with this weapon. This bonus increases by +1 at Hunter levels 8 and 16.
  • You get +2 to your damage rolls with this weapon. This bonus increases by +2 at Hunter levels 8 and 16.
Two-Weapons Fighting
Your combat moves are even more dangerous when you use two weapons. By using this style you receive the following benefits:
  • You receive a rank in Two-Weapon Fighting
  • When you gain the Extra Attack trait, once per turn, you can make an additional attack with your secondary weapon.

Enhancement

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. By default, you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements from Chapter 5: Customization - Enhancements.

Elusive Movement

Starting at 8th level, you can use the Dash action as a bonus action on each of your turns, and you no longer provoke attacks of opportunity when you leave a hostile creature's reach.

Mimetry

Starting at level 10, you can remain immobile for extended periods of time to prepare an ambush.

When you attempt to Hide on your turn, you may choose not to move that turn. If you avoid moving, creatures that try to detect you have a −10 penalty on Perception checks until the start of your next turn. You lose this benefit if you move or become prone, either voluntarily or because of some external effect. You are automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain immobile and gain this benefit until detected.

Trump

Starting at 14th level, you learn one Trump to use in combat. Each Edge uses an action, unless it says otherwise, some of them require a saving throw whose DC equals 8 + your proficiency bonus + your Wisdom modifier. You can use a number of Trumps equal to half your Wisdom modifier (minimum of 1) per long or full rest. Choose one of the following options:

  • Communion with Nature. You use all your hunting experience to concentrate and analyze the terrain around you. If you are outdoors, you have a general understanding of the area within 3 miles of you. In caves or other enclosed spaces, the radius is limited to 300 feet. You do not have this knowledge in urban environments or dungeons. You can know up to 2 of the following information:
    • Type of land and bodies of water
    • Plants, minerals, animals and predominant people
    • Influence from another Realm of Existence
    • Constructions
  • Conjure Volley. You can use this Trump to unleash your wrath. When you throw an ammunition, light weapon or thrown weapon into the air, you create multiple copies of the weapon or ammunition. Creatures in a 15-foot-radius, 30-foot-high cylinder within 60 feet of you must make a Dexterity saving throw. On a failed save, they take 6d8 damage from the same type as the weapon you copied.
  • Storm of Blades. You can use this Asset to become a tempestuous force with your blades. For 1 minute, you gain +2 AC and double your number of melee attacks, in return all attacks made against you are made with advantage.
  • Swift Quiver. For 1 minute, you enchant your quiver to create infinite ethereal ammunition. On each of your turns, until the Edge runs out, you can use a bonus action to make two attacks with a weapon that uses ammunition from a quiver. Each time you make such ranged attacks, your quiver magically replaces the ammunition you used with similar non-magical ammunition. Any ammunition created by this Asset disintegrates at the end of the duration. If the quiver is no longer with you, the feature ends prematurely.
  • Vanish. You can use the Hide action as a bonus action on your turn, you cannot be found by nonmagical means unless you choose to leave a trail.

When you reach levels 16 and 19, you can choose an additional Trump.

Feral Senses

At 18th level, you gain supernatural senses that help you fight Unseen creatures. When attacking a creature you can't see, you take no disadvantage on attacks against it. You are aware of the location of any Invisible creature within 30 feet, you are aware of it as long as it is not hidden and you are not Blind or Deaf.

Enclave

In the jungles, there are hunters willing to protect nature or civilization from imminent dangers, but there are also those who just want the spoils of rare beasts.

Beast Friend's Enclave

Many Hunters are more at home in the wild than in civilization, to the point where animals consider them kin. Friends of Beasts develop a close bond with an animal, and can get along with wild beasts.

Animal Awareness

Starting at 1st level, your Hunter mastery allows you to establish a powerful connection with animals and the terrain around you.

You have an innate ability to communicate with animals that recognize you as a kindred spirit. Through gestures and sounds, you can communicate simple ideas to an animal, such as performing an action. You can read the beast's basic mood and intent, understanding its emotional state, whether it's affected by magic of any kind, its short-term needs (such as food or safety), and you can use an action (if necessary) to try to persuade him not to attack.

You can't use this feature against a creature you've attacked in the last 10 minutes. Additionally, you speak the Sylvanlanguage.

Animal Companion

At 3rd level, you are able to conjure an animal companion in the form of a Large or smaller beast that has a maximum Challenge Rating of 1. The beast has the statistics of a normal member of its species, with alterations that can be found in the Chapter 10: Magic - Familiars and Animal Companions.

Coordinated Attack

Starting at 5th level, you and your animal companion form a potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Cruel Combat

At 7th level, you adopt a combat style of your choice from one of the following:

  • Natural Armor. You and your companion gain a +1 bonus to AC while not wearing medium armor, heavy armor, or wielding a shield.
  • Beast of War. Your animal companion gains a +1 bonus on attack and damage rolls.
  • Savages. You gain a +2 bonus to attack rolls while fighting your animal companion.
  • Tenacity. You gain a +2 bonus to damage rolls with simple, martial, or natural weapons.

Beast's Iron Will

Starting at 9th level, your animal companion has advantage on all saving throws as long as it can see you.

Bestial Hurricane Attack

Starting at 11th level, your animal companion can use its action to make a melee attack against each creature of your choice within 5 feet of it, making a separate attack roll for each target.

Take Down!

Starting at 13th level, you can command your companion to fetch a target that is up to one size category larger than your companion or, if the target is heavy enough for your companion to carry.

Alternatively, your companion can attempt to Grab a target, adding your proficiency bonus to the check. If the target fails the save, the target is carried into an empty space within 5 feet of you. The time it takes to bring this target in is your companion's speed. If bringing the creature takes more than one turn, then the creature can reroll the check on its turn. If she succeeds, the creature is knocked prone, however, if she fails, the creature continues to be carried.

Spiritual Bond

At 15th level, your spirit merges with that of your animal companion. Now effectively one spirit in two bodies, you are intrinsically bound to each other, and any damage you take is taken by both. As long as your companion is in the same Realm of Existence as you, you gain the following benefits:

  • You and your companion share a telepathic bond, being able to communicate regardless of distance, as long as you are in the same Realm of Existence.
  • You and your companion have resistance to all types of damage.
  • Whenever you take damage, your animal companion takes the same amount, and vice versa. This damage cannot be reduced by Spirit Link, and the damage does not trigger.
  • While in combat, you and your companion regain 1 Hit Die at the end of each of your respective turns.

United Duo

Starting at 17th level, you and your beast gain battle tactics with each other. While you are within 5 feet of each other and a creature attacks one of you, the other can use the reaction to add their proficiency bonus to the AC of whoever is being attacked. Additionally, if you are within 5 feet of your beast and use the Grapple action, you can add your beast's Strength modifier to the check. If you or your beast have the Immobilizer Enhancement, this test is made with advantage.

Enemy Slayers

At 20th level, you become a peerless Hunter in conjunction with your partner. Once on each of your respective turns, you and your animal companion can add your Wisdom modifier to the attack and damage rolls you make. You can choose to use this feature before or after the turn, but before any turn effects are applied.

Runic Archer's Enclave

The power of the Global Runes permeates all of Runeterra, yet some existential forms, living and otherwise, seem to have a greater connection to them. Rune Archers are creatures that receive an influence from a rune due to several factors, from guarding areas affected by the presence of runes, to even being born in a region with them.

Spellcasting

Spellcasting Hunter
Level Known
Cantrips
Known
Spells
Mana
Points
Maximum
Spell Level
2 - - -
2 - - -
2 3 4
2 4 6 -
3 4 8 -
3 4 9 -
3 5 10 -
3 6 13
3 6 14 -
10º 4 7 15 -
11º 4 8 16 -
12º 4 8 17 -
13º 4 9 20
14º 4 10 21 -
15º 4 10 22 -
16º 4 11 23 -
17º 4 11 24 -
18º 4 11 25 -
19º 4 12 28
20º 4 13 30 -

When you choose this Enclave at 1st level, you learn to use the magical essence of nature to cast spells. See Chapter 10 for general spellcasting rules and the list of Hunter spells.

Spell Lists

You gain access to the Hunter spell list. Through certain Heritages, Enhancements, or even through apprenticeship, you can learn new Spell Mysteries, granting you additional spell lists.

You cannot use another Class's spell list to learn or replace a spell when you level up in that Class.

Cantrip

You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips from these lists of your choice at higher levels, as shown in the Known Cantrips column of the Hunter Caster table.

Mana

The Spellcaster Hunter table shows the amount of Mana points you have available to cast your spells. To cast a spell, you must spend an amount of Mana points corresponding to the spell's level as explained in Chapter 10: Magic. You regain your Wisdom modifier in mana points when you complete a long rest and all your Mana points when you complete a full rest.

For example, if you wanted to cast the 1st-level spell fog cloud you would have to spend 2 mana points to cast it, but if you wanted to cast it as a higher-level spell instead of the 2 points, you must spend an amount of mana corresponding to the desired level, such as 3 to cast it as a 2nd-level spell or 5 to cast it at 3rd level.

1st Level and Higher Spells Known

At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to.

The Known Spells column in the Hunter Caster table shows when you learn more spells from these lists, of your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown in the table. For example, when you reach 8th level in this Class, you can learn a new 1st- or 2nd-level spell.

Additionally, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level.

Spell Attribute

Wisdom is your attribute for spellcasting, as your magic comes from your attunement with nature. You use your Wisdom whenever a spell refers to your spellcasting attribute. In addition, you use your Wisdom modifier when setting the saving throw DC for Hunter spells you cast and when you make an attack roll with a Hunter spell.

DC for your spells = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Spell Focus

You can use your bow as a focus for casting your Hunter spells.

Archer Runes

At 3rd level, you learn to channel this runic influence through the following benefits:

  • Runic Whisper. You direct some rune energy to perform some supernatural feats. You gain proficiency with Arcana or Nature, if you already have proficiency you gain specialty.
  • Runic Bow. As an action, you can materialize your rune energy in the form of a short or longbow in an empty hand. Your Runic Bow has a +1 bonus on attack and damage rolls, and it deals incisive instead of piercing damage. Your Runic Bow disappears if it is more than 5 feet away from you for more than 1 minute, if you materialize that bow again, if you choose to dismiss it (no action required), or if you are reduced to 0 hit points. Alternatively, you can perform a 1-hour ritual to transform a magical longbow or shortbow to become your Runic Bow, you cannot transform an artifact or intelligent bow to become your Runic Bow. When you do, instead of that bow disappearing, it is transported to a pocket dimension of yours, reappearing in your hand when you use your action to cast the bow. You can repeat this ritual to break your bond with this magic bow or to replace your bond with another magic bow. If you die, the link is automatically broken. When the bond with a magic bow is broken, it is expelled from its pocket dimension and lands at your feet.
  • Runic Shot. You can channel different effects into your shots. Upon gaining this feature, you learn two Runic Shot options of your choice, described at the end of this Class. Once per turn, when you fire an arrow from your Runic Bow as part of your Attack action, you may apply a Runic Shot option to that arrow. You must declare the use of Runic Shot before making the attack roll. You can use a Runic Shot 2 times per long or full rest. You gain a new Runic Shot option and 2 additional uses upon reaching 7th, 10th, 15th, and 18th Hunter levels.

Runic Acceleration

Upon reaching 5th level, when you use a Runic Shot, your body absorbs some of the remaining runic energy, allowing you to make an additional attack as part of the same Attack action.

Runic Adept

Starting at 7th level, your runic energy intensifies and grants you the following effects:

  • Extra Attack. You can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach Hunter level 13.
  • Runic Mentality. Your connection to the runes has a powerful effect on your mind. You gain resistance to psychic damage.

Curved Shot

At 9th level, you learn how to direct an errant arrow at a new target. When you make an arrow attack with Runic Shot and miss, you can use a bonus action and reroll the attack roll against a different target within 60 feet of the original target.

Runic Impulse

At 11th level, using your reserves of spell power, you amplify your abilities for a short time. You can use your bonus action to activate one of the effects below. This effect lasts for 1 minute and only one of the effects can be active at a time.

  • Arcane Vision. You can see in dim light up to 60 feet as if you were in light, and in darkness as if you were in dim light. Penumbra has no disadvantage on your Perception checks, and you have advantage on Dexterity saving throws.
  • Runic Shooter. You have advantage on attack rolls, and your attacks deal an additional 1d8 runic damage. Once you use this feature, you must finish a full rest before using it again.
  • Runic Shield. You gain a +2 bonus to AC.

Runic Aegis

At 13th level, you gain further benefits from your runic connection:

  • Runic Saving Throw. Once per long or full rest, when you are the target or are in the area of effect of a spell and you fail the saving throw, you can use your reaction to reroll the saving throw, you must use the new result.
  • Runic Archery. When rolling initiative, if you have no use of Runic Shot, you regain one use.

Bend Magic

When you reach 15th level, you learn to have greater synergy when using your spells and attacking. When you use your action to Cast a Spell of 1st level or higher, you can make an attack with your Runic Bow.

Runic Charge

At 17th level, you have greater control over your runic powers. When using your Runic Bow, you no longer need to use ammunition, instead you create arrows of pure energy that deal 1d8 additional damage, at the end of your turn the arrows fired disappear.

Death Arrow

Upon reaching 20th level, you can channel the very essence of death into an arrow. You are able to make an Arrow of Death, the process to make this arrow takes 8 hours of uninterrupted work. A creature hit by this arrow must succeed on a DC 6 + your proficiency bonus + your Wisdom modifier Constitution saving throw or be killed immediately. This arrow only works with the Runic Archer who created it. This arrow's effect lasts for 48 hours and the archer can only have one of these at a time. When executing a target, she loses ownership.

In addition, your Wisdom modifier to the DC of your Runic Shots is doubled, and all attacks made with your Runic Bow deal half your Hunter level as bonus runic damage.

Hunting Master's Enclave

Some Hunters seek to master the use of weapons to better protect civilization from the terror of the wastes. Hunting Masters learn combat techniques to use against the most terrifying of threats, from crazed ursines, voidling hordes, towering colossi, and fearsome dragons.

Hunter's Prey

At 1st level, you start to prioritize one type of threat, shaping the way you hunt. Choose one of the following options:

Giant Killer. When a Large or larger creature you can see within 5 feet of you targets you with an attack, you can use your reaction to attack that creature immediately after that attack, you can only do this once per round.
Wraith Exterminator. You are able to see ethereal creatures even though they are invisible. You learn to speak a language between: demonic, spiritual or fey. Additionally, your first attack of the turn deals an additional 1d8 damage against fiends, spirits, or fey.
Killer of Colossus. Your tenacity can take down most of the strongest enemies. When you hit a creature with a weapon, the creature takes an extra 1d8 damage if it is below its maximum hit points. You can only deal this additional damage once per round.
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 your weapon's range.

Upon reaching level 12, you can choose a new option.

Sizing Tactics

Starting at 3rd level, you learn to use a creature's size against it. You have advantage on Dexterity saving throws against a creature that is one size category larger than you. Additionally, if the Dexterity saving throw effect allows you to take half damage on a success, you take none, however, you still take full damage on a failure.

Extra Attack

At 5th level, you can attack twice, instead of once, when you use the Attack action during your turn.

Defensive Tactics

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

Multi Attack Defense. When a creature hits you with an attack, you gain a +4 bonus to your AC against all subsequent attacks from that creature for the rest of the turn.
Watcher Accuracy. If you are more than 20 feet from a Favored Enemy, you add double your Wisdom modifier to your damage rolls.
Will of Steel. You have advantage on saving throws against becoming Frightened or Charmed.

Vary Attacks

Starting at 9th level, you can choose a technique from the list below:

Strengthened Weapons. You reduce your critical range by 1 on all your weapon attacks. For example, if it's 20 it becomes 19, if it's 19 it becomes 18. Whenever you hit your Favored Enemy with a weapon attack, you deal 1 extra die of damage. When you choose this characteristic again, it increases by one more die, but does not decrease your critical margin.
Visceral Attack. If you hit a Stunned or Restrained creature with a melee weapon attack, your attack is considered a critical hit.
Swift Defense. As long as you are not wearing heavy armor or a shield, you can add your proficiency bonus to your AC, this bonus counts as Improved Defense.
Tactical Domain. You receive a Combat Technique from the Combatant of your choice, as long as you meet its prerequisites.
Cribbling Stabbing. When making a melee attack that deals piercing simple or magical damage without disadvantage, you can impose disadvantage on that attack to reduce the target's speed by 15 feet for 1 minute if you hit.
Opposition Shot. If a creature is about to make a melee attack against you and you have a ranged weapon ready to make a ranged attack, you can spend a reaction to make an attack of opportunity against that creature. If your attack hits, that creature's melee attack is cancelled. If the creature is up to one size category larger or smaller than you, it must make a Strength saving throw against the attack roll you made or be Stunned until the end of your next turn.

When you reach levels 14 and 17, you can choose a new technique. You cannot choose a technique more than once unless it says otherwise.

Multiple Attacks

At 11th level, you gain one of the following features of your choice:

  • Spinning Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, you use the same attack roll for all targets.
  • 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 weapon range. You must have ammo for each target, and you make an attack roll for each target.

Improved Hunting

At 13th level, when fighting an enemy, you can use your hunting experience to be able to temporarily turn any creature into a favored enemy. When you deal damage to a target, you can use your bonus action to make that target a favored enemy for a number of rounds equal to your Wisdom modifier. You can use this feature a number of times equal to half your Proficiency bonus per full rest.

Hunter's Superior Defense

At 15th level, you gain one of the following features of your choice:

  • Supernatural Dodge. When an attacker you can see hits you with an attack, you can use your reaction to take only half damage.
  • Evasion. You can nimbly dodge certain area effects, such as a hellish dragon's flaming breath or an ice storm spell. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage if it succeeds, and only half damage if it fails.
  • Stay against the Tide. When a hostile creature misses a melee attack against you, you can use your reaction to force that creature to repeat the same attack against another creature within 5 feet of your choice

Upon reaching 19th level, you can choose a new trait.

Light as the Wind

At 17th level, your critical range is reduced by 1 and your walking speed increases by an amount equal to 5 feet multiplied by your Dexterity or Wisdom modifier (whichever is greater), provided you are not wearing medium, heavy armor or wielding a shield.

Annihilator

When you reach 20th level, you have learned everything possible to favor you against your Favored Enemy. Your attacks against your Favored Enemies have advantage, your critical range is reduced by 1, and your weapon's damage die category is increased by one. Additionally, all damage dealt to a Favored Enemy is doubled.

Runic Shot Options

The Runic Shot feature allows you to make choices at certain levels. All of the options below are considered magical effects. If an option requires a save or check, Runic Shot is DC 8 + your proficiency bonus + your Wisdom modifier.

  • Grabbing. When hitting a target with this arrow, poisonous vines envelop your target. The creature hit takes an additional 1d6 poison damage, its speed is reduced by 10 feet, and whenever it uses its speed on its own turn, the target takes 2d6 slashing damage. Vines last for 1 minute or until you use this option again. The target or any creature within 5 feet of it can use its action to make an Athletics check, removing the vines on a success. Upon reaching 11th Hunter level, the damage from this option becomes magical and at 18th Hunter level, both the laceration and lethal damage become 4d6.
  • Banishing. Upon hitting a target with this arrow, you can attempt to temporarily banish your target to a harmless location in the Spirit Realm. The target hit must make a Charisma saving throw, being banished on a failure. While banished in this way, the target's speed becomes 0 and they are Incapacitated. At the end of your next turn, the target reappears where it was or in the nearest unoccupied space if its space is occupied. Upon reaching 18th level Hunter, the target hit also takes an additional 2d6 runic damage.
  • Seeking. By using this option, you can imbue your arrow with magic so that it chases its target, not needing to make an attack roll. When doing this, you must choose a target that you have seen in the last minute, your arrow will chase that target, going around corners and walls, ignoring half cover and three quarter cover. If the target is within your bow's maximum range and there is a large enough space for your arrow to pass through it, the target must make a Dexterity saving throw. On a failed save, the target takes your bow damage + 1d6 force damage, and you learn the target's current location. On a success, the target takes half damage. Upon reaching 11th level Hunter, the energy damage becomes runic, and at 18th level Hunter, the damage becomes 2d6.
  • Electric. When hitting a target with this arrow, electricity courses through the target's body. The creature hit takes an additional 1d6 lightning damage and can't make more than one attack per turn or take reactions until the start of its next turn. Upon reaching 11th level Hunter, the lightning damage becomes plasmic, and at 18th level Hunter, the damage becomes 4d6.
  • Weakening. By using this option, you can imbue your arrow with magic to weaken your target. If you hit a creature with this arrow, the target takes an extra 2d6 necrotic damage and must make a Constitution saving throw. On a failed save, the target is Weakened and the damage of all its weapon attacks is halved until the start of your next turn. Upon reaching 18th Hunter level, the damage becomes 4d6.
  • Explosion. When hitting a target with this arrow, the energy stored in the arrow detonates in a 10-foot radius from the target hit. All creatures in the area must make a Constitution saving throw. On a failed save, an affected creature takes 2d6 force damage. Your target automatically fails this saving throw. Upon reaching 11th Hunter level, the energy damage becomes runic and at 18th Hunter level, the damage becomes 4d6.
  • Flaming. When you hit a target with this arrow, flames course through your target's body. The creature hit takes an additional 1d6 fire damage and becomes Scorched until a creature uses its action to put out the flames, the target Scorched in this way takes 1d6 fire damage per turn. Upon reaching 11th Hunter level, the fire damage becomes incinerating and at 18th Hunter level, both the bonus damage and Scorch damage become 4d6.
  • Glacial. When you hit a target with this arrow, an icy zone forms around the target. The creature hit takes an additional 1d6 cold damage and the terrain within 5 feet of the target becomes difficult terrain until the end of its next turn. Creatures in that area must make a saving throw at the start of each of their turns. Acrobatics or they will fall. Upon reaching 11th Hunter level, the cold damage becomes glacial and at 18th Hunter level, the damage becomes 4d6.
  • Drilling. When using this option, you can imbue your arrow with ethereal energy, without needing to make an attack roll. As you do so, you fire your arrow in a line 30 feet long and 1 foot wide from you, the arrow harmlessly passing through solid objects, ignoring any kind of cover. Creatures in this line must make a Dexterity saving throw. On a failure, an affected creature takes damage from your bow + an additional 1d6 slashing damage, or just half as much damage on a success. Upon reaching 18th Hunter level, the damage becomes 4d6.
  • Return. When using this option, you can temporarily deceive your target's mind, you must choose yourself or an ally within 30 feet of the targeted creature. When hitting a target with this arrow, the creature takes an extra 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target is Charmed by the chosen ally for a number of turns equal to half your proficiency bonus. The target can repeat the saving throw at the start of its turn to end this condition. Additionally, this condition ends prematurely if the chosen ally attacks the Charmed target. Upon reaching 18th Hunter level, the damage becomes 4d6.
  • Darkening. By using this option, you imbue your arrow with shadow energy. A creature hit by this arrow takes an extra 2d6 dark damage and must make a Wisdom saving throw. On a failed save, the target becomes unable to see anything beyond 5 feet away until the start of its next turn. Upon reaching 18th Hunter level, the damage becomes 4d6.