Hunter

Redirect to:

* Ranger
One of the Rogue classes.

## Hit Points

**Hit Dice:** 1d10 per level

**Hit Points at 1st Level:** 10 + CON modifier

**Hit Points at Higher Levels:** 1d10 + CON modifier per level

## Proficiencies

**Armour:** Light armour, medium armour, shields

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Strength, Dexterity

**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

## Equipment

You start your adventure with the following equipment, in addition to the equipment granted by your background:

* (*a*) scale mail, or (*b*) leather armour
* (*a*) two shortswords, or (*b*) two simple melee weapons
* (*a*) a dungeoneer's pack, or (*b*) an explorer's pack
* a longbow and a quiver of 20 arrows

## Features & Abilities

* **Favoured Enemy** (1st level). You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favoured enemy: beasts, dragons, giants, undead, darkspawn, abominations. Alternatively, you can select two races of humanoid (eg humans and Qunari) as favoured enemies. You have advantage on Wisdom checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.
* **Natural Explorer** (1st level). You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or Deep Roads. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favoured terrain, you fain the following benefits:
	+ Difficult terrain doesn't slow your group's travel.
	+ Your group can't become lost except by magical means.
	+ Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
	+ If you are traveling alone, you can move stealthily at a normal pace.
	+ When you forage, you find twice as much food as you otherwise would.
	+ While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
* **Fighting Style** (2nd level). You adopt a particular style of fighting as your speciality. Choose one of the following options:
	+ Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
	+ Defence: While you are wearing armour, you gain a +1 bonus to AC.
	+ Duelling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
	+ Duel-Wielding: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **Spellcasting** (2nd level). Wisdom is your spellcasting ability, since your magic draws on your attunement to nature.
* **Favoured Enemy** (6th level). You may choose a second favoured enemy.
* **Natural Explorer** (6th level). You may choose a second favoured terrain.
* **Natural Explorer** (10th level). You may choose a third favoured terrain.
* **Favoured Enemy** (14th level). You may choose a third favoured enemy.