A version of the [[Hunter]] subclass unique [[Yuhguna Dyeh]] after he became [[Fate|Fated]].
# Features
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
#### Level 3: Hunter’s Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your [[Hunter's Mark]], you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
#### Level 3: Hunter’s Prey
You gain one of the following feature options of your choice. Whenever you finish a [[Short Rest|Short]] or [[Long Rest]], you can replace the chosen option with the other one.
###### Colossus Slayer
Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.
###### Horde Breaker
Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
#### Level 7: Defensive Tactics
You gain one of the following feature options of your choice. Whenever you finish a [[Short Rest|Short]] or [[Long Rest]], you can replace the chosen option with the other one.
##### Escape the Horde
[Opportunity Attacks](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#OpportunityAttack) have [Disadvantage](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#Disadvantage) against you.
##### Multiattack Defense
When a creature hits you with an attack roll, that creature has [Disadvantage](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#Disadvantage) on all other attack rolls against you this turn.
#### Level 9: Fate
Sparks of Fate are granted to those strong enough to wield them, bolstering their prowess and skill. Each Spark of Fate allows a wielder to spend the spark on a skill from their respective skill tree.
- **Arrow Crafter.** Your experience as a ranger has given you the skills necessary to craft your own arrows.
Now, when you make survival checks at camp, you can gather nearby resources to craft arrows. Roll your survival check and multiply it by your Proficiency bonus. This is the value of the materials gathered. However, if your roll was 15 or lower, the value is halved. If you get a 20 on your die for the Survival check the value is doubled. Crafting arrows takes time and a cost of materials listed in the table below.
Additionally, this Fate option gives you the ability to craft +1, +2, and +3 Arrows.
| Arrow | Time | Cost |
| ----------------- | ------- | ----- |
| Ammunition, +1 | 1 hour | 25gp |
| Ammunition, +2 | 2 hours | 100gp |
| Ammunition, +3 | 4 hours | 400gp |
| Shadow Step Arrow | 2 hours | 200gp |
| Healing Arrow | 4 hours | 300gp |
| Elemental Arrows | 4 hours | 400gp |
| Flash Bang Arrow | 8 hours | 800gp |
- **Bloodlust.** If you have Hunter's Mark active on an enemy creature and you are Unleashed you can enter Bloodlust on your turn. When you enter Bloodlust, your hunger for your prey allows you to go beyond your normal limits at the sacrifice of your own health.
While in Bloodlust, all of your Unleash bonuses are doubled, and any attack against your marked target is at advantage. Every round on your turn, however, you take damage equal to your Prof bonus + your level. You can only exit bloodlust by falling unconscious or by some other means through an ally's aid.
- **Crippling Shot.** You fire a ranged weapon's ammunition at a crucial muscle reducing the target's movement speed.
If your attack hits, the target mus make a CON Saving Throw (DC = 8 + your Str/Dex mod + your Prof bonus) or their movement speed is reduced by half until the end of their next turn.
- **Elemental Arrows.** You can now craft arrows of various elements including: Fire, Cold, Lightning, Thunder, and Poison.
Each of these arrows deals an additional 1d4 of their element in addition to the normal damage from the attack. Resistances, Vulnerabilities, and Immunities apply as normal.
- **Elemental Arrows, Heightened.** You can now craft arrows of additional damage types beyond elemental damage including: Force, Necrotic, Radiant, and Psychic.
Each of these arrows deals an additional 1d4 of their damage type in addition to the normal damage from the attack. Resistances, Vulnerabilities, and Immunities apply as normal.
- **Flash Bang Arrow.** This arrow causes a bright light and loud ringing sound to emanate from where it lands.
And creature within a 10 ft. radius of the arrow when it lands must make a CON Saving Throw equal to 8 + your Dex Mod + your Prof Bonus or be blinded and deafened until the start of your next turn.
- **Healing Arrow.** You can fire this arrow at an ally and instead of doing damage it heals the target for 1d8 + your WIS modifier.
- **Hunter's Shot.** You learn to find weak spots on enemy creatures. By attacking at the back 180 field of view of a target, you crit on a 19 or 20.
- **Intimidating Presence.** You gain proficiency with the [[Intimidation]] skill and it always uses your Wis mod. Additionally, a number of times equal to your Wis mod, you can use a bonus action to enhance your frightening features for one minute granting you advantage on Intimidation checks.
- **Intimidating Presence, Heightened.** You gain proficiency with the Intimidation skill and it always uses your Wis mod.
Additionally, a number of times equal to your Wis mod, you can use a bonus action to enhance your frightening features for one minute granting you advantage on Intimidation checks.
Additionally, if an enemy attempts to attack you, you may use your reaction to use Intimidating Presence. The enemy must succeed on a Wis Saving Throw (DC = 8 + your Wis mod + your Prof bonus) or become frightened of you until the end of their turn.
- **Point Blank Shot.** Shooting an enemy with a ranged weapon while within their attack range no longer poses disadvantage on your attack.
If you are within melee range of an enemy creature and attacking with a ranged weapon, you can choose to use a Point Blank Shot. If your attack hits, the target must make a Strength Saving Throw (DC = 8 + your Dex/Str Mod + your Prof mod) or they are shoved back 5 feet.
- **Point Blank Shot, Heightened.** Shooting an enemy with a ranged weapon while within their attack range no longer poses disadvantage on your attack.
If you are within melee range of an enemy creature and attacking with a ranged weapon, you can choose to use a Point Blank Shot. If your attack hits, the target must make a Strength Saving Throw (DC = 8 + your Dex/Str Mod + your Prof mod) or they are shoved back 5 feet. Additionally, you may also use the momentum to push yourself back 5 feet away from the target. This movement doesn't provoke opportunity attacks.
- **Shadow Step Arrow.** This arrow can only be shot within 30 feet of the wielder. Wherever the arrow lands, the wielder teleports to that location as long as their is enough space for the target.
- **Unleash.** As a bonus action, you heighten your senses for 1 minute. You sense any enemy within 30 ft. and deal an additional 2 damage with any attack (3 at level 16). You can use this feature twice per long rest. (3 at level 16).
- **Unleash, Heightened.** As a bonus action, you heighten your senses for 1 minute. You sense any enemy within 60 ft. and deal an additional 2 damage with any attack (3 at level 16). You can use this feature twice per long rest. (3 at level 16). Additionally, all of your saving throws increase by 1 while unleashed (2 at level 16).
#### Level 11: Superior Hunter’s Prey
Once per turn when you deal damage to a creature marked by your [[Hunter's Mark]], you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.
#### Level 15: Superior Hunter’s Defense
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.