So, I’m working on an updated and revised version of my Ranger class right now. I can’t make any promises as to when it will arrive. Unlike last time, I’m not working toward a deadline. I’m just going to work on it when I can (this season is hell on my free time) until I’m done. Until then, however, I do have something to share.
See, one of the things I was rather disappointed with last time was how I was unable to do a complete write-up for the Hunter subclass. Of course, the Hunter already exists in the standard ranger, but I wanted to change things up and make something a bit more active and focused on battlefield control, rather than the oddly-situational benefits that the normal hunter gets.
Therefore, I have created THIS version of the archetype. It’s intended to be used with my upcoming version of the ranger, but can definitely function with the existing class in the Player’s Handbook.
I’m not going to give a whole lot of analysis or justification for this. It’s a Treasure Type Z article, so it’s just supposed to be new stuff. But I still wanted to give a bit of a preface to this, considering the odd situation. Also due to this odd situation, I will not actually be including a pdf link for this subclass until my updated ranger is complete.
And, without further rambling, here’s the revised Hunter archetype for the ranger class.
The hunter is one of the ranger’s paths it can choose at 3rd level. Hunters are skilled at tracking and slaying foes, as well as empowering their allies to do the same. They are highly versatile, changing up their tactics on the fly in order to adapt to any situation.
At 3rd level, you are able to aim your attacks in order to disable your foes. When you hit with a weapon attack, you can choose to aim it at a creature’s head, arms, or legs.
- The creature has disadvantage on all attacks, ability checks, and saving throws until the end of your next turn.
- The creature drops a single held item of your choice. It lands five feet away from the creature in a direction of your choice.
- The creature’s speed is halved until the end of your next turn.
You must complete a short or long rest before you can make another called shot. At 11th level, you can make two called shots before you need to rest.
Starting at 3rd level, you can mark a single creature as your favored enemy as a bonus action. You deal an additional 1d4 damage when you hit your quarry with a weapon attack. This damage increases as you increase in level, as indicated on the Favored Enemy Damage table. You also have advantage on all Wisdom (Perception) and Wisdom (Survival) checks made to find or track it. If your favored enemy drops to 0 hit points, you may use a bonus action on your turn to mark a new creature as your enemy. If you go more than 1 minute without an active favored enemy, this feature’s effects end. You cannot mark another creature as your favored enemy until you complete a short or long rest.
At 7th level, you can select a number of allies equal to 2 + your Wisdom modifier when you mark a creature as your favored enemy. Those allies deal an additional 1d4 damage when they hit your favored enemy with a weapon attack. This damage increases to 1d6 at 15th level.
At 11th level, you may have up to two active favored enemies at a time. Each enemy requires its own bonus action to mark.
|Favored Enemy Damage|
At 7th level, when you fail a saving throw, you may use your reaction to repeat the saving throw with advantage. You must complete a long rest before you can use this ability again.
Way of the Warrior
At 11th level, you choose one of the following features, and gain its benefits.
Whenever a creature hits you with a melee attack, you may use your reaction to make a single melee attack against that creature.
When you hit an enemy with a melee weapon attack after moving at least 20 feet, you may make a Strength (Athletics) check opposed by the target creature’s Strength (Athletics) check or Dexterity (Acrobatics) check (DM’s choice). If you succeed, then the creature falls prone and you may make a single melee attack against them as a bonus action.
At 15th level, you are able to, through meditation and study, guard yourself against near any kind of damage. When you complete a short rest, select one type of damage from the following list: acid, cold, fire, poison, thunder, force, psychic, radiant, or necrotic. You gain resistance against that type of damage until you complete another short rest, at which time you may select a new damage type. You do not gain this resistance if you are asleep or unconscious.
As a reaction, you can bestow this resistance to up to a number of allies within 60 feet equal to 2 + your Wisdom modifier. They retain this resistance for 1 minute. You must then complete a long rest before you can take this action again.