At 4th ranger level, when you enter focus, you can designate one creature within sight range as a target. For the duration of focus, the target has disadvantage on block attempts against your attacks.
If the target is slain or knocked unconscious, you can reenter and reset focus as a free action, choosing a new valid target.
At 4th ranger level, when you prep (ranger 2) you can also do one of the following:
Gather supplies - Create 2 alchemical points (AP.) You can have a maximum equal to your wisdom or intelligence bonus, whichever is higher.
Poison preparation - Do any of the following:
Ochre venom - create 1d3 vials of ochre venom by spending 1 AP. A single dose can be applied to a weapon or piece of ammunition, or consumed, and deals 2d6 necrotic damage. For an hour after injury, if the target reaches 0 health, they become stabilized and paralyzed for 1 hour instead of dying.
Poison enhancement - Alter a poison, poison damage dealing consumable, or acid damage dealing consumable you possess by spending 1 AP. Increase its damage dice by 1 size category, durations by 1 unit(turn, round, minute, hour), DCs by 1, and area size by 5ft, if applicable, and allow it to bypass poison resistance. This can be done to an item only once.
Huntsmans elixir - Create 1 tincture of hunstmans elixir for 2AP. It grants the benefit of your focus(at the time of crafting) feature when consumed. It deals 1d4 poison damage and 1 damage to fatigue afterwards.
Dust preparation - Do any of the following:
Silver blade dust - create 1 vial of silver blade dust for ap. When applied to a weapon, for the next 2d4 attacks, any damage it deals cannot be healed until after the wounded creature takes a short rest. When applied to a bolt or arrow, grant it the cursed damage effect and cause it to deal 3d8 extra necrotic damage.
Crystal powder - create 2d3 pouches of crystal powder for 1 AP. They can be thrown either as a flare into the air, or struck at the ground within 30 feet, creating a 15ft sphere of dust at the point of impact, revealing invisible creatures. Once thrown they sparkle for 2d3 rounds. If fired from a launcher weapon, blinds targets on a critical hit for 2d3 rounds.
Tool preparation - do any of the following:
Potion of the cat - create 1 potion of the cat for 1 AP. When consumed it grants the following effects for 3 hours: 60 feet of darkvision and gain 4 dice of the cat. A dice of the cat is a 1d4 that can be used to grant a bonus to an attack, a dexterity save, or a charisma save.
Barbed ammunition - Modify 2d3 +wisdom bonus pieces of ammunition to deal an extra 1d6 damage, apply bleed on a critical, and have a 1d10<3 chance to apply bleed on other unblocked hits. A bolt cannot be modified by this more than once.
Exotic ammunition - modify 1d3 + wisdom bonus pieces of special ammunition, either arrows, bullets, or bolts for 1 AP. The ammunition ignores resistance, and deals 1d8 extra damage of your choice: fire, lightning, acid, or sonic. A piece of ammunition cannot be modified in this way more than once.
Specialized bolt - modify 1 piece of ammunition for 1 AP to expand its critical range by 3.
The DC of your ranger creations is (8 + your proficiency, plus either your wisdom bonus or your intelligence bonus, whichever is highest.) unless otherwise stated.
At 5th ranger level, choose 4 upgrades from the tree below:
Hunting - yout focus lasts 1 turn longer.
Aim for the heart - You can treat the aim weapon property as though it granted twice the bonus to damage instead of to hit.
Eye the target - You can spend a reaction during your turn to grant your next attack a +1 bonus to hit and damage.
Focused reload - You can reduce focus by 1 turn while it is active to reduce the reload property of 1 weapon that you are wielding by 1 for 1 turn.
Hobbling strike - While focused, you can spend 1 turn of focus when making an attack to cause the target to become hobbled for 1d3 turns if it is not blocked. A hobbled target loses half their movement speed.
Rushed-shot - You can spend a move action to make an attack with a crossbow immediately, but the effective range of the attack is reduced by half.
Spotting - You can spend an action to grant an ally within 10 feet a 1d4 bonus to hit against the target.
Equipment - The tool weapon property bonus is increased by 1. You gain a +1 bonus to checks made to repair, fix, or create tools or weapons.
Ammunition crafting - When creating or modifying ammunition or thrown weapons of any kind, create or modify up to 1 extra.
Exotic crossbow tinkering - You can modify one crossbow during a long rest that has the cartridge reload property to increase it's capacity by 2. This cannot be applied to more than 2 weapons at a time, and is lost on a jam in the hands of another creature.
Extract glands - You can butcher a monstrous or bestial cadaver (Subject to GM.) during prep to extract one kind of bodily fluid that it possesses and turning it into one of the following without requiring any base check (Subject to GM.):
- 1 adrenaline tincture ( grants 1d2 turns of focus.)
- 1 venom toxin ( can be used during poison enhancement, allowing poison enhancement to be used on the same poison an extra time.)
- 1d3 exotic chitin ( can be used in place of 1 AP.)
- 1 eldric bile phial ( can be burned as part of casting an occult or mystic spell or scroll, increasing its level by 1)
Gleamed bowstring oil - You learn a new toop preparation option, allowing you to created gleamed bowstring oil, which can be applied to a bow or crossbow, allowing its next 2d8 attacks to benefit from your strength bonus.
Just to be safe - A number of times per long rest equal to your intelligence bonus -1 (min 1) when you create consumable items by spending rest dice or AP (Subject to GM.) you can create 1 additional item.
Minor weapon modifications - When you use prep, you can grant a weapon a 1d3 minor mod points. A minor mod point can be used to reroll an attack with the weapon up to once per turn, or to reroll a block check while wielding the weapon up to once per turn. A weapon cannot have more minor mod points than your int bonus +1.
Poison distillation - When you use poison preparation -> poison enhancement, poisons can now be modified up to twice by it.
Magic item use - You gain a +1 bonus to checks made to interact with magical objects. Gain a +2 bonus to saves vs magical traps.
Standard claw-trap - You can create 1d3 clawtraps for 1 AP whenever you use prep. A clawtrap is a placeable trap that can be thrown on the ground, dealing 1d8 piercing damage, applying bleed, and hobbling (halved movement speed) creatures that enter the tile it is thrown into, unless they succeed on a dexterity save.
Survival - Gain proficiency with survival. If already proficient, gain expertise. If already expert, you can predict the weather 1 day in advance.
Diligent preparation - When you use prepare for the hunt, you can trigger two of the top level effects at once.
Evasive dash - You can spend 2 turns of focus to disengage up to 10 feet, and restore 1 block.
Healing salves - When using triage, also grant the target you are healing 1d4 arcane health.
Rationing - Once per long rest you can spend a rest dice to double a food item or consumable, and either eat one or give it away to an ally.
Trap spotting - Gain a +1 bonus to all checks made to spot or disarm traps. Gain a +1 bonus to all saves vs traps.
Warning bells - When you use any rest dice during a short rest, you can set up warning traps. If the party is ambushed during the rest, they gain advantage on their initiative rolls. Gain a +1 bonus to checks and saves made to guard or fulfill the duties of a lookout.
Guidance - When you lead the party, everyone can ignore the effects of minor difficult terrain when traveling.
Also, At 6th level choose three more upgrades.
Whenever you would gain an ability score increase, you can choose to instead gain one upgrade from this list and a feat instead.
At 6th ranger level, gain proficiency with insight, investigation, or perception. If you are already proficient with any of these, you can choose to gain expertise in one that you are proficient with instead. If you are already expert in any of these, you can choose to gain a feat instead.
At 6th ranger level, the target chosen during focus remains a target even once focus ends. If your designated target manages to escape or evade combat, you gain advantage on all checks made to track, detect, and pursue them.
If you hunt down a target that has escaped initial encounter and subdue or kill them, you regain 1 rest dice.