Hunter

Hunters are known as the proud ranged combatants, whether they be military-grade rangers, proud sportsmen, or even beast masters of the wild, the Hunters are experts with their ranged weapons and wield them with ferocity.

Class Features
As a hunter, you gain the following:

Hit Points
Hit Dice : 1d10 per Hunter level

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

Hit Points at Higher Levels : 6 + your Constitution modifier per Hunter level after 1st

Proficiencies
Armor : Light Armor, Medium Armor, Bucklers

Weapons : Simple weapons, martial weapons

Tools : None

Saving Throws : Strength, Dexterity

Skills : Choose 3; Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

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 1hour, 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.

Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (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 one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Fighting Style
At 2nd Level, you adopt a particular style of fighting as your specialty. Choose one of the following options below. You cannot take a Fighting Style twice, even if you gain access to a second Fighting Style.


 * Archery : You gain a +2 bonus to attack rolls you make with ranged weapons.
 * Blinding Fighting : Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
 * Close Quarters Shooter : When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally,you have a +1 bonus to attack rolls on ranged attacks.
 * Dueling : When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 damage bonus with that weapon.
 * 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 re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 * Mariner : As long as you aren’t wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
 * Thrown Weapon Fighting : You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
 * Unarmed Fighting : Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Focus
Starting at 2nd level, your focus as a hunter sets you apart from simple trackers and scouts, giving you access to a pool of focus dice, which are d8s. Your hunter level determines the number of dice you have, as shown in the Focus Dice column of the Hunter table.

You can use these dice to gain a number of different benefits. You know three such benefits: Call of the Wilds, Precision Attack, and Survival Tactics. A focus die is expended when you use it. You regain all expended focus dice when you finish a short or long rest.

Call of the Wilds
When you make a check that allows you to apply your proficiency in Nature, Perception, or Survival, you can expend one focus die to bolster the check. Add half the number rolled on the focus die (rounded up) to your check.You apply this bonus after making the check, but before learning if it was successful.

Precision Attack
When you make a weapon attack against a creature, you can expend a focus die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

Survival Tactics
If you are hit by an attack while wearing light or medium armor, you can expend one focus die as a reaction and add the number rolled to your AC. If the attack still hits, you take half damage from it.

Animal Empathy
Also at 2nd level, your mastery of hunter lore allows you to establish a powerful link to beasts and the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it not to attack.

You cannot use this ability against a creature that you have attacked within the past 24 hours.

Hunter Archetype
Starting at 3rd level, you are able to specialize further into a specific archetype, allowing you to develop your skill and techniques.

Choose one of the following:


 * NOT IN ALPHA

Your archetype grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Tame Beast
Beginning at 3rd 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 50gp worth of rare herbs and fine food and is a process that often takes many hours of work, or days (DM's discretion).

The challenge rating of a beast you can tame increases to 1 at level 7, 2 at level 11, 3 at level 15 and 4 at level 1. You may start taming large beats at level 11 and huge beasts at level 15.

You can tame an amount of beasts equal to your Wisdom modifier (minimum of one). Once you tame a beast, it gains all the benefits of your Companion's Bond ability. You can only have one beast tamed at your side at a time.

Companion's Bond
Your loyal companion gains a variety of benefits:


 * The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion 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.
 * Your beast gains proficiency in two saving throws of your choice.
 * It gains bonus HP equal to twice your hunter level.
 * Your companions alignment changes to sharing yours.

Fleet of Foot
Starting at 8th level, you can take the Dash action as a bonus action on your turn.

In addition, you are able to pass through non-magical plants without being slowed by them or taking damage from them if they have thorns, spines, or similar hazards.

Predator's Knowledge
At 10th level, you can glean intimate knowledge about the capabilities of your marked target. You can use your action to learn two of the following characteristics of your choice about the target of your hunter's mark if it's within 120 feet.


 * Creature Type
 * Armor Class
 * Speed
 * Damage Vulnerabilities
 * Damage Resistances
 * Damage Immunities
 * Senses

Once you have gleaned the capabilities of a creature, you cannot use Predator’s Knowledge to learn more about the creature, or another creature like it, for the next 24 hours.

Stalker
Beginning at 14th level, you can use the Hide action as a bonus action on your turn. In addition, you can't be tracked by non-magical means, unless you choose to leave a trail.

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.

Aspect of the Wild
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make.You can choose to use this feature before or after the roll,but before any effects of the roll are applied.