Hunter
Sources: Player's Handbook.
- Hunter Magic: Added
- Hunter's Prey: Variant added
- Defensive Tactics: Re-written
- Multi-attack: Unchanged
- Superior Hunter's Defense: Unchanged
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Hunter Magic
(Improved 3rd, 5th, 9th, 13th, 17th level feature)
You learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Ranger spell list, the spell is nonetheless a Ranger spell for you.
Ranger Level | Spells |
---|---|
3rd | Ensnaring Strike |
5th | Blindness/Deafness |
9th | Slow |
13th | Confusion |
17th | Hold Monster |
Optional: Hunter's Prey
(Variant 3rd level feature)
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature that is below its hit point maximum with a weapon attack, you can re-roll any damage die you roll as a part of the attack and choose either result.
Defensive Tactics
(Improved 7th level feature)
At 7th level, you gain one of the following features of your choice.
Escape the Horde. Opportunity attacks against you are made with disadvantage and you can pass through an enemy's space as if it were an ally.
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 charmed or frightened.