Tracker
For those who relish the thrill of the hunt, there are only predators and prey. Unparalleled at tracking down targets, trackers are consummate hunters, living for the chase and the deadly stroke that brings it to a close. Knowledgeable, patient, and experienced hunters, they are not above stalking man, beast, and monster alike, and they have the insight, skill and lethal martial prowess to back it up. They are elusive and good at finding the opportune time and location to strike. Their unique mastery of ranged weapons, ability to stalk even the most elusive game, and the expertise to defeat a wide range of quarries makes them a force to be reckoned with. Trackers spend most of their time improving their weapon skills, studying the anatomy and habits of foes, and practicing combat maneuvers.
The tracker is the best choice for any ranged combat. His abilities are all about dealing with a target, and then getting out of there as fast as he can. His limited spellcasting abilities allow him to create the best suited environment for his attack. But even up close he can prove himself a tough nut to crack.
Passive
You gain a +2 bonus to Attack rolls you make with ranged weapons.
Class level 1
1. – Beast Hunter (4 FP, unrestricted)
You gain +3 on Attack rolls against non-humanoid creatures.
Class level 2
2. – Swift Killer (6 FP, restricted – time)
When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it is not at full HP. You can deal this damage only once per round.
3. – Magic (1 FP, unrestricted)
Your casting of these spells works differently from other class spells. You can only cast spells whose level is equal to or below your Class level divided by two, rounded up. You can also only empower these spells to that same level. You cannot empower these spells beyond 5th level.
You have access to these spells listed in the table below. Your Spellcasting modifier for these spells is Intelligence. Your Spell Save DC is 10 + your Intelligence modifier.
Level | Class spells |
---|---|
Level 1 | Ensnaring Strike, Fog Cloud, Hail of Thorns, Hunter's Mark |
Level 2 | Barkskin, Cordon of Arrows, Spike Growth |
Level 3 | Conjure Barrage, Lightning Arrow |
Level 4 | Grasping Vine, Stoneskin |
Level 5 | Tree Stride |
Class level 3
4. – Disappear (4 FP, unrestricted)
You can take the Hide action as a bonus action. You also cannot be tracked by non-magical means unless you deliberately want to.
Class level 5
5. – Extra Attack (10 FP, unrestricted)
You can make two attacks on your turn when you take the Attack action. They can, but do not have to target the same person, however both must be in range of your weapon. You can also use one of these attacks to attack with an off hand weapon, following the rules for Dual Wielding.
6. – Multiattack Defense (9 FP, unrestricted)
When a creature hits you with an attack, you gain a +4 to AC for all subsequent attacks until the start of your next turn. This effect only happens once per turn.
Class level 7
7. – Volley (12 FP, unrestricted)
When you take the Attack action, you can use one of the attacks to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You make a separate roll for each creature.
8. – Direct the Tsunami (12 FP, unrestricted)
When a creature misses you with a melee attack, you can use your reaction to force the creature to repeat the same attack against another creature (other than itself) of your choice.
Class level 9
9. – Foe Slayer (11 FP, unrestricted)
Once on each of your turns, you can add +6 to either the weapon Attack roll or the weapon Damage roll.