From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. As masters of their environment, hunters are able to slip like ghosts through the trees and lay traps in the paths of their enemies. These expert marksmen drop foes dead in their tracks with flawless shots from a bow, crossbow or rifle. With the ability to wield two weapons simultaneously, hunters can unleash a flurry of blows against anyone unfortunate enough to stumble into close combat with them.
The art of survival is central to the isolated life of a hunter. Hunters track beasts with ease and enhance their own abilities by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great hawks, cats, bears, and many other beasts to fight alongside them.
As a hunter, you gain the following:
Hit Dice : 1d10 per Hunter level
Hit Points at 1st Level : 10 + your Constitution modifier
Hit Points at Higher Levels : 1d10 (or 6) + your Constitution modifier per Hunter level after 1st
Armor : Light Armor, Medium Armor
Weapons : Simple Weapons, Martial Weapons
Tools : Tinker's Tools
Saving Throws : Strength, Dexterity
Skills : Choose 3; Animal Handling, Insight, Investigation, Nature, Perception, Stealth, and Survival
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 1 hour, 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 1d6 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.
At 1st level, you are adept at navigating the natural world, and react with swift and decisive actions when attacked.
You gain the following benefits:
You add your Wisdom modifier to your initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at traversing the wilderness, and gain the following benefits when you travel for an hour or more.
You have advantage on checks against becoming lost.
You have advantage on any Wisdom (Survival) checks you make to forage food.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone or only with your beast companion, you can move stealthily at a normal pace.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
While you are wielding only light weapons and nothing else, your speed increases by 10 feet and you gain a +1 bonus to damage rolls with your light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield.
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 reroll 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 use this benefit.
You ignore the loading property of ranged weapons you are proficient in.
In addition, when you roll a 1 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
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.
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.
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.
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.
At 3rd level, you choose to take your path by the ideals of a hunter archetype. Choose one of the following:
Your choice grants you features at 3rd level, and again at 5th, 7th, 11th, and 15th level.
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 or lower. Taming a beast requires the expenditure of 50 gp worth of rare herbs and fine food and is a process that often takes many hours of work, or days (DM's discretion).
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.
Your loyal companion gains a variety of benefits.
The beast loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine it's actions, decisions, attitudes, and so on. If you can incapacitated or absent, your companion acts on it's 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 skills of your choice. It also becomes proficient in all saving throws.
For each character level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain an Ability Score Increase from leveling, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature.
Your companions alignment changes to sharing yours.
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.
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.
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.
Starting 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 creatures within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
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.