
Hunter
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: Light Armor, Medium Armor, shields
Weapons: simple Weapons, martial Weapons
Skills: Choose three from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) Scale Mail or (b) Leather Armor
• (a) two shortswords or (b) two simple Melee Weapons
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
• A Longbow and a Quiver of 20 Arrows
Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.
Attributes
Saving Throws: Strength, Dexterity
Alignment: Any.
Magical Abilities: None.
Other Features
Rapid Shot
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. However, a hunter can only use Rapid Shot once per turn. When using a ranged weapon and Rapid Shot, a 5th level hunter may take a total of three attacks per turn.
Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, Plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Vanish
Starting at 14th level, you can use the Hide action as a Bonus Action on Your Turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
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 creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't Blinded or Deafened.