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Subclass Ranger Hunter
The Hunter is the baseline Ranger subclass — no transformation, no summoned companions, no exotic magic. It offers a clean choice system at Levels 3, 7, and 11: pick one feature from a list each time, tailoring your combat approach to single targets, groups, or survival. Superior Hunter's Prey at Level 11 automatically fires an extra 1d6 Force projectile at a second nearby creature whenever you hit your Hunter's Mark target.
| LEVEL | FEATURE |
|---|---|
| 3 | Hunter's Prey |
| 7 | Defensive Tactics |
| 11 | Superior Hunter's Prey |
Hunter's Prey You gain one of the following features of your choice.
Colossus Slayer — Once per turn, you deal an extra 1d8 damage to a creature you hit with an attack if the creature is below its Hit Point Maximum.
Giant Killer — When a Large or larger creature within 5 feet of you misses you with an attack, you can take a Reaction to attack that creature.
Horde Breaker — Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Defensive Tactics You gain one of the following features of your choice.
Escape the Horde — Opportunity Attacks against you are made with Disadvantage.
Multiattack Defense — When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will — You have Advantage on saving throws against the Frightened condition.
Superior Hunter's Prey Whenever you hit and damage a creature marked by your Hunter's Mark with a weapon attack, you automatically fire an additional projectile dealing 1d6 Force damage at a different, unmarked creature within 30 feet — not the same weapon-type damage Hunter's Mark itself deals. This isn't capped to once per turn, so it can trigger again on a second hit from Extra Attack.
The Hunter is a reliable direct damage Ranger subclass in single-target encounters. Colossus Slayer adds 1d8 damage every turn once the target has taken any damage — with Extra Attack at Level 5, you're adding 1d8 to one attack per turn essentially every turn. Combined with Hunter's Mark, the damage bonus is 1d6 + 1d8 per turn from passives alone.
Horde Breaker is better in multi-enemy fights: hit two different targets with the same weapon, no additional action cost. Against groups it outperforms Colossus Slayer; against single targets they are comparable.
Giant Killer is niche: it fires only on a Reaction, only when a Large+ enemy misses you, and only while within 5 feet. It's a free attack in the right matchup but can go unused entirely.
Defensive Tactics at Level 7 has three solid options:
- Escape the Horde — Disadvantage on OAs is universally valuable; lets you reposition freely
- Multiattack Defense — +4 AC against a single attacker for the rest of their turn; best against high-attack-count bosses
- Steel Will — Advantage on Frightened saves is situational but reliable
Superior Hunter's Prey at Level 11 turns Hunter's Mark into a chain: hit the marked target with a weapon attack, and an extra 1d6 Force projectile automatically fires at a second, unmarked creature within 30 feet. Since it isn't limited to once per turn, both attacks from Extra Attack can each trigger it if they land on the marked target.
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