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This work is original Nonat1s Homebrew. Not official material.

Outmaneuver Hunter's Edge

The "Outmaneuver" Hunter's Edge


Hunter's Edge 10th Level
Outmaneuver You have trained to take advantage of
BACK OFF FEAT 10
a gap between you and you prey. Whenever you
make a melee strike against your hunted prey from RANGER

10 feet away or more, you gain a +2 circumstance You use your enemy's mishaps as an opportunity to
bonus to your attack roll. This strike deals 3 position yourself. If an enemy misses you with a
additional damage. Increase the additional damage melee strike, take the step action.
from this feature by +3 at levels 7, 13, and 19.
16th Level
Masterful Hunter 17th
Outmaneuver Your mastery of reaching attacks is VAULTING STRIKE FEAT 16
unpredictable and advantageous. Any melee strikes FLOURISH RANGER
you make against your prey from 10ft away or
Using your weapon to aid you, you propel yourself
more treat your prey as at-footed. Additionally,
into the air and strike from above. Leap up to half of
any time you take the Step action, you may move
your speed horizontally and up to 6 feet vertically.
an additional 5 feet.
You may make a strike at any point during the leap. If
1st Level the strike hits, you deal two extra weapon damage
die.
REACHING MANEUVER FEAT 1
FLOURISH RANGER

You know how to use your body to get the most


distance out of your weapons. Take the step action
and then make a melee strike. You may take a second
step action after your strike, but only to return to the
square where you began this activity.

4th Level
SKEWER FEAT 4
FLOURISH RANGER

Requirement You are able to make a melee strike


with a range of 10ft or more, and will deal piercing
damage.
When you make a melee strike against your hunted
prey, you may also strike any creature directly in
front of or behind your prey, so long as they are still
within your melee attack range. Make a single melee
strike and compare the attack roll result to the ACs
of each creature attacked. Roll damage only once and
apply it to each creature you hit. Each attack counts
toward your multiple attack penalty, but do not
increase your penalty until you have made all of your
attacks.

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