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Blood Tracking

Blood Tracking

( points)

Every shifted blade of grass and drop of blood tells a story that betrays the prey to the hunter.

You quickly scan your surroundings and pinpoint your quarry. You immediately know the precise location of every living creature within 60 feet that is currently below its maximum hit points and do not treat such creatures as hidden.

Predict Movements

Predict Movements

( points)

Even the swiftest and most erratic quarries have predictable patterns in their movements for the hawk-eyed hunter.

Until the beginning of your next turn, any creature that you target with a ranged weapon attack does not add its Dexterity modifier to its Armor Class for the purposes of these attacks.

Singular Focus

Singular Focus

( points)

No obstacle can impede you, and no noise can distract you—there is only you, your quarry, and your determination to bring it down.

When you activate this maneuver, choose a creature you can see. Until the start of your next turn, weapon attacks you make against the chosen creature ignore any condition, effect, or circumstance that would impose disadvantage.

Harrying Shots

Harrying Shots

( points)

Your precise attacks lead an opponent when you want them to go.

Until the start of your next turn, when you hit a creature with a ranged weapon attack, you can forgo damage to instead drive it into an adjacent unoccupied square of your choice. This movement does not provoke opportunity attacks. If this movement would drive a creature off a cliff or into a similar hazard, it makes a Dexterity saving throw with advantage. On a success, it isn’t forced to move.

Psychosomatic Encouragement

Psychosomatic Encouragement

( points)

You can uplift an ally’s spirits and boost their endurance.

Select a friendly target that can see, hear, feel, or otherwise sense your presence. You impart the target with temporary hit points equal to 1d6 + your proficiency bonus + your Charisma modifier (minimum 0).

Assess Defenses

Assess Defenses

( points)

A quick scan reveals weaknesses you can exploit.

You can use a bonus action to gain advantage on all attack rolls made during an Attack action you take on the same turn.

Thoughtful Assistance

Thoughtful Assistance

( points)

You have a level of awareness and the presence of mind to support an ally in need.

You take the Help action.

Elusive Maneuvering

Elusive Maneuvering

( points)

You are ever-present in the moment, allowing you to evade foes with ease.

You take the Dash or Disengage action (1 point) or the Dodge action (2 points) as a bonus action.

Always Prepared

Always Prepared

( points)

You are always looking for the right opportunity.

You take the Ready action as a bonus action.

Unstoppable Attack

Unstoppable Attack

( points)

Your attacks are ferocious enough that nothing can stop them.

Attacks you make with a starglaive bypass immunity to its damage until the start of your next turn.