The Camper
Sniper: Starting at 3rd level, You ignore disadvantage on ranged weapon attacks caused by being prone or attacking beyond your weapon's normal range. When you hit a creature more than 60 feet away with a ranged weapon attack, you gain a point of Inspiration. You can gain inspiration this way a number of times per long rest equal to your proficiency bonus.
Pick your Spot: At 3rd level, At the start of your turn in combat, you can choose to drop prone and reduce your movement speed to 0 until the start of your next turn. For each consecutive turn you do so, your ranged weapon attacks deal and additional 1d4 damage, to a maximum number of dice equal to your dexterity modifier (minimum of one). When you reach 11th level in this class, the damage bonus increases to 1d6.
Camouflage: At 7th level, you can attempt to hide immediately as part of using pick your spot, without expending an action. In addition, while you are prone, creatures you are hidden from have disadvantage on ability checks made to detect you until the end of your next turn.
Line it Up: At 11th level, at the end of your turn, choose an unoccupied space within your weapon's range. Until the start of your next turn, if a creature moves into that space or a space adjacent to it, you can use your reaction to make a ranged weapon attack against it.
Perfect Conditions: At 15th level, once per turn, when you take the attack action while prone, hidden from the target, and the target is more than 60 feet away, you can make one additional ranged weapon attack against that creature.
Dream Strider
Dream Stride: Starting at 3rd level, You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trance-like meditation, during which you retain consciousness. While in this trance-like meditation, you can choose to enter a willing creature’s dreams if they are sleeping within 30 feet of you. While in their dreams, you can communicate telepathically with them, and if they allow it, you can share emotions, visions, or fragments of memories.
Dream Mark: At 3rd level, you gain the Hunter's Mark spell and can use it equal to half your proficiency and regain uses with a long rest. Additionally, when you magically mark a creature with your Hunter’s Mark, you empower the mark, granting it additional benefits.
- Dream State: When a creature marked by your Hunter’s Mark is forced to make a saving throw against a spell from the Enchantment or Illusion school, you can take a Reaction to give the creature Disadvantage on the saving throw. After using this benefit, you can no longer use it until you move your Hunter’s Mark to a new creature.
- Nightmare Strike: You can make one attack with a weapon against a creature marked by your Hunter's Mark as a reaction to it's movement. You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Sweet Dreams: At 7th level, whenever you finish a Short Rest, you can briefly enter the dreams or thoughts of your allies to bolster them. Choose a number of creatures you can see equal to your Wisdom modifier (minimum of 1). Chosen creatures gain 1d10 Temporary Hit Points and have Advantage on saving throws to avoid or end the Charmed condition for 1 hour. Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a use of Hunter's Mark.
Dream Sigel: At 11th level, your Dream Mark feature improves, granting it additional benefits.
- Sleep Walker: Immediately after you score a Critical Hit with a weapon against a creature marked by your Hunter’s Mark, you can force it to make a Wisdom
saving throw against your spell save DC. On a failed save, the creature has the Incapacitated condition until the end of its next turn.
- Slumbering Step: Once per turn, when you deal damage to a creature marked by your Hunter’s Mark, you can teleport to an unoccupied space you can see within 30 feet of the creature. You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Dream Walk: At 15th level, when you take damage, you can take a Reaction to briefly step into the dream world until the end of your next turn. While in the dream world, you gain the following benefits.
- Creatures have Disadvantage on attack rolls against you.
- You have Immunity to the Grappled, Prone and Restrained conditions.
- You can move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Fey Wanderer
Feywild Gifts: At 3rd level, you possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts:
- Illusory butterflies flutter around you while you take a short or long rest.
- Fresh, seasonal flowers sprout from your hair each dawn.
- You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
- Your shadow dances while no one is looking directly at it.
- Horns or antlers sprout from your head.
- Your skin and hair change color to match the season at each dawn.
Otherworldly Glamour: Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Beguiling Twist: Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements: At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. You can cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Misty Wanderer: When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Flock Caller
Raven Companion: At 3rd level, As an action, you can magically summon the raven that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. The raven is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Desolate Raven stat block, which uses your proficiency bonus (PB) in several places. In combat, the raven shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another
action. If you are incapacitated, the raven can take any action of its choice, not just Dodge. The raven remains until it is reduced to 0 hit points, until you use this feature to summon the raven again, or until you die. Anything the raven was wearing or carrying is left behind when the raven vanishes. Once you summon the raven, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to resummon it.
Night Hunter: At 3rd level, While your raven companion is within 30 feet of you, you gain darkvision out to a range of 60 feet if you did not have it already. If you already have darkvision, you increase its range by 30 feet.
Become One: At 7th level, the might of the Matron consumes you. You can cast polymorph on yourself, assuming the shape of a giant raven. While polymorphed in this way, your raven companion continues to provide all acquired subclass features. You can use this feature once and regain use of it when you finish a long rest. In addition, the raven’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Embrace the Matron: At 11th level, The bond you share with your raven intensifies, protecting you and aiding in your defense against the undead. While your raven is within 60 feet of you, gain the following benefits:
- Empowered Talons: Your raven’s talon attack damage increases to 2d6 + PB slashing damage.
- Into the Shadows: You can disengage as a bonus action. When you disengage, you gain an additional 10 feet of movement.
- Necrotic Shroud: You gain resistance to necrotic damage.
Scourge Hunter: At 15th level, The bond you share with your raven reaches the pinnacle of its power. While your raven is summoned, gain the following benefits.
- Avatar of Death: When your raven companion scores a critical hit on an attack, you can use your reaction to make one weapon attack. When you score a critical hit on a weapon attack, your raven can use their reaction to make one talon attack.
- Large Raven: When you summon your raven, you can choose for it to grow to large size. While large in size, you can use the raven as a mount if your size is Medium or smaller.
Gloom Stalker
Dread Ambusher: At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight: At 3rd level, you gain darkvision out to a range of 60 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Iron Mind: By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry: At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge: Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Green Reaper
Envenomed Attack: Starting at 3rd level, you can use your poisoner’s kit as a bonus action to coat a weapon or up to 20 pieces of ammunition with a dose of toxic poison. For the next minute, each time you deal damage with the weapon or ammunition, you deal an additional 1d4 poison damage. You can do this a number of times equal to your proficiency bonus, and expended uses of this feature are recovered at the end of a long rest. At 11th level, this additional damage increases to 2d4. Also, the expended uses of this feature are recovered at the end of a short or long rest.
Toxic Tradecraft: Also at 3rd level, you gain proficiency with poisoner’s kits. Your proficiency bonus is doubled for any ability check that uses this proficiency. Additionally, when you gain this feature, you also gain a poisoner’s kit. If you ever lose this kit, you can spend 8 hours creating a replacement by collecting toxic flora and harvesting venomous fauna. As a final benefit of this feature, once per turn when you hit a creature with a weapon or ammunition enhanced by your Envenomed Attack feature, you can spend a bonus action to apply a magical toxin to the attack. The toxin deals an additional 1d6 poison damage and the creature is poisoned until the end of your next turn. The toxin has additional effects based on the amount of bonus actions, a maximum of five. These additional effects are detailed at the end of this subclass description under Toxin Effects, and they last to the end of your next turn unless otherwise noted in the description.
Poison Control: At 7th level, you gain resistance to poison damage and have advantage on saving throws against being poisoned. In addition, you can cast the protection from poison. You can do so a number of times up to your Wisdom modifier, regaining all uses when you finish a long rest.
Variegated Vexations: At 11th level, when you apply the toxin granted by your Envenomed Attack feature, you can choose to change the additional damage to acid or necrotic instead of poison.
Pain Tolerance: At 15th level, you’ve learned to quickly inure yourself against harm. After you take damage from an attack, you can use your reaction to gain temporary hit points equal to the damage. You lose all temporary hit points gained from this feature at the end of your next turn.
Hellfire Warden
Hellish Gifts: Starting at 3rd level, you gain the following benefits:
- Fiendish Tongue: You learn to speak, read and write Abyssal and Infernal.
- Infernal Mark: You learn the Hunter's Mark spell and can use it equal to your proficiency bonus, and regain expended uses with a long rest. You can choose to change your Hunter’s Mark damage type to Fire.
Flames of the Abyss: At 3rd level, you learn to channel hellfire into your attacks. Once per turn, you can cause one of the following effects:
- Hellfire Lash: When you make a weapon attack and deal extra Fire damage with your Hunter’s Mark, you can choose two additional creatures within 10 feet of the marked creature. Hellfire lashes outward and deals Fire damage to the additional creatures. If you choose one additional creature, the creature takes 1d6 Fire damage. If you choose two additional creatures, both creatures take 1d4 Fire damage.
- Fear: When you make a weapon attack and deal extra Fire damage with your Hunter’s Mark, you can instill fear into the creature. The creature must succeed on a Wisdom save against your spell save DC or gain the Frightened condition until the start of your next turn.
Reaper's Resilience: At 7th level, When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Wisdom modifier plus your Ranger level (minimum of 1 Temporary Hit Point.) You also gain this benefit if someone else reduces a hostile creature within 10 feet of you to 0 Hit Points.
Scythe of Perdition: At 11th level, you briefly manifest a spectral scythe that hovers above you, ready to strike down your foes. As an action, you slice creatures of your choice within 30 feet of you. Each creature must make a Dexterity saving throw against your spell save DC, taking 8d6 Fire damage on a failed save or half as much on a successful one. This damage increases to 10d6 when you reach 15th level in this class. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Infernal Assault: At 15th level, weapon attacks against creatures marked by your Hunter’s Mark can now score a Critical Hit on a roll of 18–20 on the d20. In addition, the damage of your Hellfire Lash increases to 1d8 Fire damage against one additional creature and 1d6 Fire damage against two additional creatures.
Horizon Walker
Detect Portal: At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.
Planar Warrior: At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Ethereal Step: At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike: At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense: At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Hunter
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, the creature takes an extra 1d8 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 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.
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.
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 melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
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 a 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.
Iron Treaded
Born in Steel: Starting at 3rd level, you gain proficiency with heavy armor, and any heavy armor worn by you does not impose disadvantage on Dexterity (Stealth) checks.
Springtrap Armor: At 3rd level, your control over your armor lets you turn it into a sudden trap for foes who get too close. As a bonus action, you can suddenly doff your armor to spring towards a hostile creature of size large or smaller. They must make a Dexterity saving throw against your spell save DC, or be restrained for 1 minute. While a creature is restrained by this feature, you do not benefit from the armor class of your armor. On a success, the armor is automatically donned by you at the beginning of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Stride of Steel: At 7th level, when you are damaged by a melee attack, you can use your reaction to gain resistance to the damage type until the beginning of your next turn. You can also move up to half your speed as part of the reaction. This movement doesn’t provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Adaptive Defense: At 11th level, your adept control over your armor expresses itself in different ways. Depending on the type of armor you are wearing, you gain the following benefits:
- Light Armor: Your movement speed is increased by 10 feet.
- Heavy Armor: You can add 3, rather than 2, to your AC, if you have a Dexterity of 16 or higher.
Iron Assault: At 15th level, If you take an attack action against a creature restrained by the Springtrap Armor feature, you can make one additional weapon attack as part of that action.
Lunar Whisper
Lunar Flame: At 3rd level, you learn the sacred flame cantrip if you don’t already know it. When you cast it, the flames burn your target with the radiant light of the moon.
Lunar Strikes: At 3rd level, your weapon attacks are infused with lunar magic. When you hit a creature with a weapon, you can deal an extra 1d6 radiant damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d8 when you reach 11th level in this class.
Moonlight Orb: At 3rd level, you’ve learned to create an orb of shining moonlight that floats a few inches directly above you. As a bonus action, you can summon your moonlight orb, which sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Your moonlight orb remains active until you dismiss it with a bonus action or until you fall unconscious.
Lunar Guide: At 7th level, when you finish a long rest, you can choose what lunar phase manifests when you summon your moonlight orb: Full Moon, New Moon or Crescent Moon. Once you choose a lunar phase, you cannot change to a different lunar phase until you finish a long rest. You gain the following benefits associated with that phase while your moonlight orb is active.
- Full Moon: You and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed from your moonlight orb.
- New Moon: Your moonlight orb no longer sheds bright and dim light. Instead, it aids you in silently traversing the area. You gain advantage on Dexterity (Stealth) checks, and wearing armor no longer imposes disadvantage on your Dexterity (Stealth) checks.
- Crescent Moon: Your moonlight orb guards your mind. You have advantage on saving throws against being charmed or frightened.
Eye on the Prize: At 11th level, while holding a ranged weapon, whenever an attacking creature targets an ally within your weapon’s normal range, you can use your reaction to make a ranged weapon attack against the attacking creature. If your weapon attack hits, you deal damage as normal, and the creature makes their attack with disadvantage. 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.
Dark Side of the Moon: At 15th level, while your moonlight orb is active, you regain a number of hit points equal to your Wisdom modifier (minimum of 1) at the start of your turn. This feature doesn’t function if you start your turn with 0 hit points or have more than half your hit point maximum.
Mage Slayer
Arcane Awareness: Starting at 3rd level, you gain the ability to sense the presence of magic. As an action, you open your awareness to magical activity within 30 feet of you. Your magical awareness can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of leads, or 3 feet of wood or dirt. You sense magic in this way for 10 minutes, during which you learn the following information: You see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. You can sense traces of magic from spells previously cast in the area, and you learn its school of magic. You can sense spells cast up to 24 hours prior. When you reach 11th level in this class, you can sense spells cast up to 1 week prior. Once you use this feature, you can’t use it again until you finish a short or long rest.
Spell Strike: At 3rd level, you imbue your attacks with magical residue. Once per turn, when you hit a creature with a weapon attack, you can deal an additional 1d4 damage of the weapon’s damage type.
Empowered Spell Strike: At 3rd level, when a creature within 60 feet of you casts a spell of 1st level or higher, as a reaction, you can absorb a portion of the spell’s magic into your weapon, empowering your spell strike feature. Roll a d8 and consult the Empowered Spell Strike table below to determine the damage type imbued into your weapon. While your weapon is empowered, once per turn when you hit a creature with the weapon, it deals 1d6 damage of the empowered damage type instead of the previous 1d4. When you reach 11th level in this class, the empowered damage increases to 1d8. Your empowered spell strike lasts for 1-minute. It ends early if you are incapacitated or dismiss its effect with a bonus action. While your spell strike is empowered, you can use your reaction when a spell is cast within 60 feet of you to extend the duration. When extending the duration, you can choose to roll a d8 for the empowered spell strike table or maintain your current damage type.
Guarded Mind: At 7th level, You have learned to guard your mind from a mage’s magical assault. You have advantage on saving throws against being charmed or frightened and on ability checks to discern illusions made by magical means. In addition, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
Mage Breaker: At 11th level, When you deal damage to a creature with an empowered spell strike weapon, you can choose to perform a devastating blow and hamper spellcasting. Choose one of the options below.
- Concentration Breaker: If the creature is concentrating on a spell, they have disadvantage on their next concentration check to maintain the spell. If the concentration check fails, the creature takes damage equal to 1d8 per level of the spell they were concentrating on. The damage type is equal to your empowered spell strike damage type.
- Spell Breaker: The creature must succeed on a Wisdom saving throw against your spell save DC, or it cannot cast spells that require a concentration component until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Arcane Disruptor: At 15th level, After years of studying magical users, you’ve learned to remove their magical energy. When hitting an enemy with an empowered weapon strike, you can choose a number of spell slots to remove. The spell slots can have a combined level equal to or less than your proficiency bonus, and none of the slots can be 5th level or higher. For example, if your proficiency bonus is +5, you could remove three 1st level spells and one 2nd level spell. Once you use this feature, you can’t use it again until you finish a long rest.
Monster Slayer
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.
Slayer's Prey: Starting at 3rd level, 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. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Supernatural Defense: At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Magic-User's Nemesis: At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its teleport fails and is wasted. Once you use this feature, you can't use it again until you finish a short or long rest.
Slayer's Counter: At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. 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.
Outlaw
Firearm Acquainted: Starting at 3rd level, you gain proficiency with firearms allowing you to add your Proficiency Bonus to attacks made with firearms. Additionally, you learn Thieves' Cant, a secret mix of dialect, jargon and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages.
Atmosphere: At 3rd level, you gain the tumbleweed cantrip.
Ask Questions Later: At 3rd level, the life of an outlaw is dangerous. It’s much easier to attack first and ask questions later. During the first round of combat at initiative order 20, you can move up to 10 feet and make a ranged weapon attack with a firearm against a creature you can see within the weapon’s normal range. If a lair action is present, Ask Questions Later takes place before the lair action.
Quick Draw: At 7th level, you're quick on the draw. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to make an attack with your firearm. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your attack rolls with firearms.
True Grit: At 11th level, your will to survive allows you to push your body to its limits. When you make a death saving throw, you can spend a hit dice and add the number rolled to the saving throw. If the total is 20 or higher, you regain 1 hit point. Once you regain 1 hit point with this feature, you cannot regain hit points with this feature until you finish a long rest.
Ace in the Hole: At 15th level, when a creature within range forces you to make a Charisma, Intelligence or Wisdom saving throw, you can use your reaction to immediately make one ranged weapon attack against them with a firearm. If your attack hits, in addition to the attack’s normal effects, you automatically succeed on the saving throw. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Snake Charmer
Parseltongue: Starting at 3rd level, you share a bond with snakes allowing you to verbally communicate with them. The knowledge and awareness of the snake is limited by its intelligence, but at minimum, snakes can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a snake to perform a small favor for you, at the DM’s discretion. You also gain the charm person spell.
Snakebite: At 3rd level, you can augment your weapon strikes with the venom of a snake. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d4 poison damage to the creature and force it make a Constitution saving throw against your Ranger spell save DC. On a failed save, the target is poisoned until the beginning of your next turn. If the target’s saving throw is successful, the creature is immune to the poisoned condition of this trait for 1-minute. The extra poison damage increases to 1d6 when you reach 11th level in this class.
Slippery as a Snake: At 7th level, you are hard to pin down and have advantage on saving throws against being restrained and ability checks to escape grapples. If you are grappled or restrained, you can use an action to end the condition and escape.
Snake Skin: At 11th level, you have grown so accustomed to snakes you’ve learned how to become one. You can cast polymorph on yourself, assuming the shape of a flying snake, poisonous snake or giant constrictor snake. Once you use this feature, you can’t do so again until you finish a long rest. Whenever you use this feature, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute from that casting.
Silver Tongued Snake: At 15th level, the hypnotic rhythm of your enchantment spells is enhanced, allowing you to command beasts and monstrosities you charm. Any beast or monstrosity charmed by you acts during your turn for the duration of the charm. If you are within 60 feet and the charmed beast or monstrosity can hear you, you can use your action to command it to take one of the actions from its stat block.
Sun Seeker
Solar Magic: Starting at 3rd level, You learn the light and sacred flame cantrips if you don’t already know them.
Sunlight Augmentation: At 3rd level, you are empowered while under the energetic rays of the sun. While under direct sunlight, you gain the following benefits:
- Solar Strike: When you hit with a weapon attack, you deal an extra 1d4 radiant damage.
- Sunsoaked Speed: Your walking speed increases by 5 feet, and you gain a climbing speed equal to your walking speed.
- Vibrant Readiness: You gain a bonus to your initiative rolls equal to your Wisdom modifier.
Corona Flare: At 7th level, you can use your bonus action to emit an aura of light centered on you that lasts for 1 minute, until you are rendered unconscious or die, or until you dismiss it willingly (no action required). You emit bright light in a 30-foot radius and dim light 30 feet beyond that. While active, you are considered under direct sunlight. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Enhanced Augmentation: At 11th level, you are further empowered by sunlight. While under direct sunlight, you gain the following benefits:
- Solar Strike: Your bonus radiant damage increases by an additional 1d4, to a total of 2d4.
- Sunsoaked Speed: Your walking and climbing speed is increased by an additional 5 feet, to a total of 10 feet.
- Potent Cantrips: You add your Wisdom modifier to the damage you deal with any cantrip.
Corona Pulse: At 15th level, the solar flare within you now pulses with powerful solar energy. While your Corona Flare feature is active, you can use an action to grant one of these effects:
- Any creature of your choice within the bright light regains hit points equal to 1d6 + your Wisdom modifier.
- Any creature of your choice within the bright light must make a Constitution saving throw. The creature takes radiant damage equal to 2d6 + your Wisdom modifier on a failed saving throw, and half as much damage on a successful one.
Trapper
Trapper's Tools: Starting at 3rd level, having learnt how to create traps, you’ve gained an understanding of how to thwart the traps of others. You gain proficiency with thieves’ tools and you add double your proficiency bonus to any ability check you make using those tools to disarm or manipulate a trap.
Trapped Weapons: At 3rd level, when you finish a short or long rest, you can augment one weapon or up to twenty pieces of ammunition that you are holding with a concealed, magical augmentation . You decide whether the augmentation deals acid, cold, fire, or lightning damage . The augmentation lasts until you finish a short or long rest. Once per turn, when you hit a target with a weapon attack using the augmented weapon or ammunition, you can activate the concealed augment (no action required). The target of your attack takes 1d8 extra damage of the associated type . At 11th level, you can augment one additional item or up to 20 additional pieces of ammunition when you finish a short or long rest, and the damage increases to 2d8.
Set Trap: At 3rd level, and later at 5th, 9th, 13th, and 17th level, you learn how to make new traps, as detailed on the Trapper Traps table.
- Physical Traps: Creating a physical trap takes 1 hour (which can be done during a short or long rest) and uses trap-making materials (valued in gp) specified in the trap’s description. After a physical trap activates, its materials are consumed and the trap can’t be used again . However, over the course of 10 minutes, you can salvage half the trap-making materials used in the physical trap’s construction if it hasn’t activated yet.
- Magical Traps: Immediately after you finish a long rest, you can create magical traps—up to a number equal to your Wisdom modifier (minimum 1). When you finish a long rest, all undeployed magical traps lose their effects. While a physical trap’s description specifies how it is activated, you have flexibility in activating your magical traps . When you deploy a magical trap, you can choose a size of creature and a distance of up to 30 feet . When a creature of that size or larger comes within the specified distance of an armed trap, the trap activates . As another option, you can intentionally activate an armed magical trap within 150 feet of you using a bonus action or a reaction (with no specific trigger).
Trapper Traps:
- Level 3: Bear Trap, Tanglevine, Snare Trap, Solestriker
- Level 5: Immolation, Miasma, Soulbind, Pit Trap
- Level 9: Bewilderment, Net Trap, Thunder Charge
- Level 13: Catapult Trap, Infection, Snapfrost
- Level 17: Banisher, Gravity Well
Deploying a Trap: As an action, you can throw a trap you have created to an unoccupied space you can see on the ground within 30 feet of you, where it arms itself at the start of your next turn . A trap deployed in this way is plainly visible to all creatures. Over the course of 1 minute, you can conceal a trap. A concealed trap can be noticed by a creature that uses its action to make a Wisdom (Perception) check against your ranger save DC and succeeds.
Disarming a Trap: Attempting to move an armed trap causes it to activate, unleashing its effects. A creature within reach of a trap can use its action to
make a Dexterity (thieves’ tools) check (for physical traps) or a spellcasting ability (Arcana) check (for magical traps) against your ranger save DC. On a success, the trap is disarmed . On a failure, the trap activates and the creature has disadvantage on any saving throw it makes to resist the trap’s effects. As an action, you can remotely disarm one of your traps that is within 150 feet of you.
Trap Effects: Spell effects created by a trap don’t require concentration. When a trap calls for a saving throw, the DC equals your ranger spell save DC. You can have multiple traps deployed, but any attempt to deploy a magical trap whose centre is within 40 feet of the centre of another magical trap fails. Creatures with truesight or that are under the influence of the detect magic spell can notice a magical trap’s presence, even if it has been concealed.
Tracker: At 7th level, you are an expert at detecting and obscuring tracks. When you make an ability check to find or follow tracks, you can add your proficiency bonus to the result of the check, even if you aren’t proficient in the relevant skill. If you are already proficient in the relevant skill, your proficiency bonus is doubled for that check.
Trapper's Avoidance: At 7th level, the merest hiss of escaping air, depression of a tile, or scent of ozone is all the warning you need to avoid traps’ effects. When you are subjected to a trap’s activation effect that allows 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. In addition, if a trap makes an attack roll against you, that attack roll has disadvantage. This feature doesn’t function against a trap’s ongoing effects. For example, you can mitigate the effect of a poisonous cloud as it is being released by holding your breath or covering your skin, but on subsequent rounds, the cloud’s saving throw would affect you as normal on a success or failure.
Leave No Trace: At 11th level, you've You’ve learnt to use magic to hide traps, allowing them to be concealed in the heat of battle . When you deploy a trap, you can expend your bonus action to disguise the trap with illusion magic, causing it to become invisible the moment it leaves your hands. Creatures don’t see where the trap lands and, if it’s a physical trap, have disadvantage on saving throws made to avoid the trap’s effects. In addition, you learn the invisibility spell. You can cast it once, you regain the ability to cast it once you finish a long or short rest.
Booby Trap: At 15th level, you trap your own body against unexpected demise. When you finish a long rest, you can choose one of the following magical effects with which to augment your body until you finish a long rest. After triggering an effect that activates when you are reduced to 0 hit points, that effect can’t trigger again until you finish a long rest.
- Defibrillate: Once per turn, when a creature hits you with a melee attack, you can trigger an electrical discharge (no action required). The creature is unable to take reactions until the start of its next turn unless it is immune to lightning damage, and you can immediately move up to 10 feet without provoking opportunity attacks. After you move using this feature, you can’t do so again until the start of your next turn. When you are reduced to 0 hit points and not killed outright, you can instead drop to 1 hit point and immediately take an extra turn, interrupting the current turn . If you don’t regain any hit points before the end of your next turn, you drop to 0 hit points, fall unconscious, and begin making death saving throws as normal.
- Dissolve: Once per turn, when a creature within 5 feet of you hits you with a melee attack, you can trigger a spurt of acid to coat its weapon or limb (no action required). If the melee attack was a spell attack or made with a natural weapon, the creature takes 1d6 acid damage. If the result of the attack roll meets your AC and is made with a ferrous, non-magical, non-natural weapon, the acid causes the metal to weaken and the weapon is destroyed. When you are reduced to 0 hit points, all your concealed acid charges gush outward . Each creature within 10 feet of you must make a Dexterity saving throw against your ranger spell save DC. On a failed save, a creature takes 10d4 acid damage and an additional 5d4 acid damage at the start of each of its turns for the next minute until it uses an action to wipe itself clean . In addition, on a failure, if the creature rolled a 1 on the d20 for its saving throw and is wearing nonmagical, ferrous armour, the armour seizes . While wearing the armour, the creature’s speed is halved, its AC is reduced by 2, and it has disadvantage on Dexterity saving throws.
- Entomb: Once per turn, when a creature within 5 feet of you hits you with a melee attack, you can trigger a burst of cold that ripples along the attacker’s limb (no action required). The creature takes 1d4 cold damage and its speed is reduced by 15 feet until the end of its next turn unless it is immune to cold damage. When you are reduced to 0 hit points, you become entombed in a block of clear ice that has AC 15, 100 hit points, immunity to cold damage, and vulnerability to fire damage. This icy block lasts for 1 minute or until it is destroyed . While the ice persists, you have total cover against all effects and you don’t make death saving throws . If you regain 1 or more hit points, the icy block melts at the start of your next turn.
- Self-Destruct: Once per turn, when a creature within 5 feet of you hits you with a melee attack, you can cause a small, shaped charge to detonate (no action required). You take 1 fire damage and the creature takes 1d8 fire damage. When you are reduced to 0 hit points, you erupt in an immense ball of fire and immediately fail one death saving throw . Each creature within 20 feet of you must make a Dexterity saving throw against your ranger spell save DC. A creature takes 14d6 fire damage on a failed saving throw, or half as much damage on a successful one.
Wild Hunt
Winter Wolf Companion: Starting at 3rd level, as an action, you can magically summon the wolf that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. The wolf is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the wolf which has no effect on its game statistics. In combat, the wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the wolf can take any action of its choice, not just Dodge. The wolf remains until it is reduced to 0 hit points, until you use this feature to summon the wolf again, or until you die. Anything the wolf was wearing or carrying is left behind when the wolf vanishes. Once you summon the wolf, you can’t do so again until you finish a long rest.
Hamstring: At 7th level, Once per round, you or your winter wolf companion can make an opportunity attack without expending a reaction. If the opportunity attack hits, the creature’s speed becomes 0 for the rest of the turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hunter's Bond: At 11th level, the bond you share with your winter wolf companion intensifies and provides the following benefits:
- Howl: As an action, your wolf howls, forcing creatures of your choice within 30 feet of the wolf to make a Wisdom saving throw against your spell save DC. A creature takes 4d8 psychic damage and is frightened of the wolf for 1 minute on a failed save or takes half as much damage and isn’t frightened on a success. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using howl, you can’t use it again until you finish a long rest.
- Winter Fang: The damage of your wolf’s bite attack increases to 2d6 plus PB. The range of its Cold Breath increases to a 30-foot cone.
Leader of the Pack: At 15th level, when you or your wolf is hit by an attack, you and your wolf can use your reactions to immediately move half your movement speed without provoking opportunity attacks. In addition, you and your wolf gain a +2 bonus to AC until the start of your next turn.
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