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Hunter

The Hunter archetype is the most common one that Rangers follow, and the one most people associate with the Ranger. They are the defense between civilization and the wilderness. The Hunter is the most frequently used arm of the Druid Circle when it comes to might and defense, and they are the ones most outsiders would consort with.  

Hunter’s Prey

Starting at 3rd level, on your turn when you make a weapon attack you can make an additional attack against a different creature within 5ft. of the original target with the same weapon.  

Call for the Hunt

Also at 3rd level when you roll for initiative you can call upon the natural world to aid you. As a free action you can summon a beast of challenge rating 2 or less to appear within 5 feet of you. It will remain for the entire combat and acts on your initiative. It will follow your orders, and protect you if you fall unconscious. Once you use this feature you can’t use it again until you finish a long rest.   When you reach 5th level you can summon a beast of CR 3, at 9th CR 4, at 13th CR 5, and at 17th CR 6.  

Stand Against the Tide

When you reach 7th level, if a hostile creature misses you with an attack you can use your reaction to force them to repeat the same attack against another creature other than itself.  

Multi-attack

Upon Reaching 11th level you gain one of these options.  
  • Volley: As an action you can make a ranged attack against any number of creatures within 10ft. of a point you can see within your weapons range. You attack each creature separately and the ammunition must be available for each attack.
  • Whirlwind Attack: As an action you can make a melee attack against any number of creatures within 5ft. of you. You roll for each of these attacks separately.
  Defensive Tactics When you reach 15th level, if a creature hits you with an attack, your armour class increases by 4 on all subsequent attacks made by that creature, or creatures using the same stat block, for the rest of the turn.

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