Palaeo Games
Caption
“A Tiefling Big Game Hunter poses with his kill, proud as always.”
The Big Game Hunter is an individual who has honed their tracking and ranged attack skills to become a fierce monster slayer. Rather than specialising in slaying particular types of creatures, they instead focus on how to levy a creature’s size against it – the bigger they are, the harder they fall.
Level 3: Ranged Specialist
A master of ranged combat, you are knowledgeable and disciplined with a variety of ranged weapons. You have training with all ranged weapons (including thrown weapons and firearms), and you do not have Disadvantage on ranged attacks for an enemy being within 5 ft. of you.
Level 3: Game Hunter
Whether as a trophy hunter or monster slayer, you’ve honed your skills against creatures that are far bigger than yourself.
After each Long Rest, choose a size category from Large, Huge, or Gargantuan. Until your next Long Rest, your Ranged Attack Rolls against creatures of that size category deal an additional 1d8 Piercing damage and your Ranged Attack Rolls against creatures of the other two size categories deal an additional 1d4 Piercing damage. You can deal this additional damage up to twice per turn.
Level 3: Bolas
Specially modified ammunition allows you to fire spiralling bolas projectiles to ensnare your prey. At the end of each Long Rest, you can make a number of bolas projectiles equal to your Wisdom modifier. These deal the same amount of damage as a normal piece of ammunition fired from your weapon, although you can also choose to have them deal no damage when they are fired.
When you hit a creature with a ranged attack that uses a bolas projectile, the bolas wrap around the creature, possibly ensnaring it. The hit creature must make a Strength or Dexterity Saving Throw (it chooses which) or becomes Grappled. The Grapple save DC is equal to 8 + your Wisdom modifier + your Proficiency Bonus.
If any bolas projectiles remain when you finish a Long Rest (before you make any more), they break and become mundane ammunition for one of your weapons.
Level 7: Special Shots
Your uncanny aim and specialist ammunition allows you to modify your attacks to whatever your situation requires. When you make a Ranged Attack Roll, before rolling the attack die, you may apply one of the following additional effects:
- Drill Shot. Twisting your ranged weapon suddenly at the moment of firing causes your projectile to spin rapidly, allowing it to drill through tough armoured hides. This Ranged Attack Roll receives an additional +5 bonus to the hit roll.
- Trick Shot. With precise aim, you attempt to ricochet your shot off of one or more surfaces to reach an otherwise unreachable foe. Choose an unoccupied point that you can see and that is within 60 ft. of you. You may treat your location as if it were that point for the purposes of determining line of sight and range for this Ranged Attack Roll.
- Power Shot. Whether by drawing your string back as hard as possible or overloading your firearm with excessive gunpowder, you ensure that your shot hits as hard as it possibly can to inflict as much damage as possible. The weapon damage roll for this attack is treated as the maximum damage that could be rolled. Roll normally for any additional damage from this attack (e.g. from Game Hunter, or Hunter’s Mark), but additional damage dice from Critical Hits are also treated as the maximum damage that could be rolled.
You may do this a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Level 7: Improved Bolas
As you improve your physical abilities, you also improve your equipment. The number of bolas projectiles you can make at the end of a Long Rest increases. You can now make a number of bolas projectiles equal to your Wisdom modifier plus your Dexterity modifier.
Additionally, double your Proficiency Bonus for determining the Grapple save DC of your Bolas.
Level 11: Reliable Aim
Years of harsh training with ranged weapons has made you an excellent shot. If you miss with an attack roll using a ranged weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. You may only do so a number of times equal to your Dexterity modifier (minimum of once), then regain all expended uses when you finish a Long Rest.
Level 11: Improved Special Shots
You can use Special Shots a number of times equal to twice your Proficiency Bonus, rather than just equal to your Proficiency Bonus.
Level 15: Apex Hunter
You are utterly relentless in the pursuit of prey that you have marked for death. Your Hunter’s Mark has a duration of 48 hours. Also, while your Hunter’s Mark is active on a living enemy creature, you do not require sleep and are immune to the effects of Malnutrition and Dehydration.
Level 15: Predator’s Intuition
Using your intimate knowledge of your prey, you can tell how injured it is. When you hit a Large, Huge, or Gargantuan creature with your Bolas or Special Shot, you can immediately determine how many Hit Points it has remaining.
Level 15: Finish the Hunt
As an Action, you can declare that you are attempting to finish a target off. Select a creature that you can see, that is within 60 ft., unobscured, and is of size Large, Huge, or Gargantuan.
You make a single ranged attack against that creature that automatically hits so long as your character (and you the player) says a quip or one-liner, such as “This one’s mine!”, “I’ve got you now…”, or “Hasta la vista.” (or equivalent with sign language or other non-verbal communication). If you do not provide a quip or one-liner, the attack misses.
If a creature hit by this attack has 100 Hit Points or fewer, it dies. Otherwise, it takes 10d10 + 30 Piercing damage. Once you use this feature, you can’t do so again until you finish a Long Rest.
