Respect the forest and her children, and she will bestow upon you many gifts. Long before the first stones of the grand kingdoms had been laid, there was The Wild. Hunters called groves and fields home, just as the elk and boar still do.
Hunters are Relentless Trackers, Masters of the Wild, and Deadly from Afar or Up Close. As an expert survivalist, you mark your prey, becoming a shadow in pursuit, relentless and precise.
Hunter's Mark
Action: A creature you can see is marked as your quarry for 1 day (or until you mark another creature). It can't be hidden from you, and your attacks against it gain your choice of advantage OR +LVL damage (choose before each attack).
Forager
Gain advantage on skill checks to find food and water in the wild.
Thrill of the Hunt
Choose 2 Thrill of the Hunt (TotH) abilities. Gain a charge to use these abilities during that encounter whenever your quarry dies, you hit your quarry in melee, or crit your quarry at range.
Roll & Strike
Action: If you have no Thrill of the Hunt charges, move up to your speed toward your quarry. If you end adjacent to them, make a melee attack against them for free.
Subclass
Choose a Hunter subclass.
Tracker's Intuition
You can discern the events of a past encounter by studying tracks and other subtle environmental clues, accurately determining the kind and amount of creatures, their direction, key actions, and passage of time.
Thrill of the Hunt (2)
Choose a 3rd Thrill of the Hunt ability.
Key Stat Increase
+1 DEX or WIL.
Explorer of the Wilds
+2 speed; gain a climbing speed.
Hunter's Resolve
Whenever you have no Thrill of the Hunt charges, gain Hunter's Resolve until the end of your turn: treat all creatures as your quarry for the purposes of movement and melee attacks.
Final Takedown
Action: Spend 1 Thrill of the Hunt charge to make a melee attack against your Bloodied quarry. Turn it into a crit and double the damage of your Hunter's Mark. If they survive, they crit you back.
Secondary Stat Increase
+1 STR or INT.
Versatile Bowmaster
Whenever you attack with a Longbow, you may roll 2d4 instead of 1d8; or with a Crossbow, 2d8 instead of 4d4.
Thrill of the Hunt (3)
Choose a 4th Thrill of the Hunt ability.
Subclass
Gain your Hunter subclass feature.
Thrill of the Hunt (4)
Choose a 5th Thrill of the Hunt ability.
Key Stat Increase
+1 DEX or WIL.
No Escape
Whenever you see one or more allies make an opportunity attack, you may also make a ranged opportunity attack against the same target.
Secondary Stat Increase
+1 STR or INT.
Veteran Stalker
Gain a Thrill of the Hunt charge whenever you are first Bloodied in an encounter and for every Wound you gain.
Keen Eye, Steady Hand
Add WIL to your ranged weapon damage.
Subclass
Gain your Hunter subclass feature.
Thrill of the Hunt (5)
Choose a 6th Thrill of the Hunt ability.
Key Stat Increase
+1 DEX or WIL.
Keen Sight
Advantage on Perception checks.
Secondary Stat Increase
+1 STR or INT.
Thrill of the Hunt (6)
Choose a 7th Thrill of the Hunt ability.
Subclass
Gain your Hunter subclass feature.
Key Stat Increase
+1 DEX or WIL.
Peerless Hunter
You can Defend against your quarry for free.
Secondary Stat Increase
+1 STR or INT.
Wild Endurance
Gain 1 Thrill of the Hunt charge at the start of your turns.
Epic Boon
Choose an Epic Boon.
Nemesis
+1 to any 2 of your stats. Your Hunter's Mark can target any number of creatures simultaneously.
Thrill of the Hunt
Choose Thrill of the Hunt abilities as you level up. Each ability costs 1 charge to use and cannot miss unless otherwise noted. Unused charges are lost when combat ends.
Addling Arrow
Action: Attack with a ranged weapon. The next attack the target makes must be against the closest other creature, chosen at random.
Come Get Some!
Action: Attack a target. It is Taunted by you until the end of their next turn.
Decoy
When you Defend: The attack misses instead, and you can move up to half your speed away (where you really were all along!).
Fleet Feet
Move up to your speed for free, ignoring difficult terrain.
Grease Trap
(1/encounter) Reaction (when an enemy moves adjacent to you or an ally within 6 spaces): Target falls Prone, is vulnerable to the next fire damage it takes, and is treated as if it is Smoldering.
Hail of Arrows
(Half range) 2 actions: Shoot all creatures within a 3×3 area. Their speed is halved until the end of their next turn.
Heavy Shot
(Half range) Action: Attack with a ranged weapon and push your target: 4 spaces for a small creature, 2 for a medium creature, 1 for a large creature.
Incendiary Shot
(Half range) Action: Attack with a ranged weapon, add WIL d8 fire damage.
Multishot
(Half range) Action: Attack your quarry with a ranged weapon and load an extra projectile. Select a 2nd target within 2 spaces of them to take the same amount of damage.
Pinning Shot
Spend 3 actions shooting your quarry. They are Restrained until they can escape (DC 10+WIL).
Snare Trap
(1/encounter) Reaction (when an enemy moves adjacent to you or an ally within 6 spaces): Move them back 1 space, they are Restrained until they can escape (DC 10+WIL).
Sharpshooter
Action: If you have not moved this turn and your quarry is 4 or more spaces away, attack them for double damage.
Vital Shot
(Half Range) Action: Attack your Hampered quarry with a ranged weapon, ignoring their armor or doubling your Hunter's Mark damage bonus if they have none.
Wild Instinct
(1/round, costs 0 TotH charges if you have none.) Assess for free, with advantage.