Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Languages. You can speak, read, and write Common, Lynian, and one other language of their choice.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Kleptomaniac. You have proficiency in the Sleight of Hand skill. Additionally, you are able to determine the value of an object you have stolen,if you spend at least 1 hour inspecting or studying it without interruption. If the item is magical, you know its rarity, but not what its magical properties are.
Meowster Chef. You have proficiency with cook's utensils.
Level 1: Favored Enemy
PHB'24 p120
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon Mastery
PHB'24 p120
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2: Deft Explorer
PHB'24 p120
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice from the language tables in chapter 2.
Level 2: Fighting Style
PHB'24 p120
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Archery
PHB'24
p209
Fighting Style Feat (Prerequisite: Fighting Style Feature)
You gain a +2 bonus to attack rolls you make with Ranged weapons.
Hunter's Sense
XGE p43
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
XGE p43
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
The Hunters Guild
The Hunters Guild is an organization committed to maintaining the balance and safety of the land by managing dangerous, invasive, or overpopulated monsters. They employ skilled hunters tasked with either capturing or killing these creatures, depending on the situation. Their efforts help preserve the ecosystem while protecting people from harm. Hunters are rewarded for their work with payments and valuable materials gathered from the monsters they hunt, which can be used for crafting or trade.
Those who come from this faction gain the following features;
Skill Proficiencies: Investigation, plus one from among History, Nature or religion.
Tool Proficiencies: Cook's Utensils & one artisan tool of your choice(Herbalisim)
Equipment: One set of traveller's clothes, a hunters card, and a carving knife.
Gold: 500gp plus 1d10 x 25 gp
Hunter's Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Hunter's Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Spell | Level Spells
Cantrip | produce flame, resistance
1st | detect poison and disease, longstrider
2nd | enhance ability, gust of wind
3rd | fear, plant growth
4th | elemental bane, guardian of nature
5th | awaken, skill empowerment
Features & Traits