Tracker

Tracker are deeply connected to nature, trained to hunt down threats to their homeland often elite warriors. Born from a secretive order, they form powerful bonds with wild creatures and master survival skills across forests, mountains, and swamps. With their loyal beast companions and unmatched tracking abilities, Trackers are the guardians of the wild, blending stealth, strength, and cunning to protect the realm.


Players who choose the Tracker class enjoy a unique blend of tactical combat and wilderness exploration. With their companion by their side, they gain both offensive and defensive versatility. The Tracker’s bond with nature enhances their ability to control the battlefield and master the art of the hunt, offering a strategic and engaging playstyle for those who thrive on exploration and combat.

Tracker
Tracker Class Features
Class Features
1 - Nature's Companion
At 1st level, You get a Pet. Your pet takes its turn before or after yours in and out of combat, and has one maneuver based on the type of creature it is per tier. Your Exotic Pet can wear armor, but they cannot wear accessories. Humanoid Exotic Pets can wield weapons.

If your pet dies in combat, you suffer 3 levels of exhaustion as their soul bond leaves your body. You must tame a new creature by landing a non-lethal blow on them in combat and succeeding on a Taming skill check.

The Exotic Pet has the following stats:

Hit Points: 11 + PM + FM
Hit Points Per Level: 2 + FM
Armor Class: 10 + (PM) + FM
Saving Throw Bonus: (PM)
Movement: 40 Feet
Size: Small, Medium, Large
Attacks: (PM)d6 + SM Nature damage.
Charge: Your pet can dash as a bonus action.

At higher levels:
Your pet can become Huge at level 11, improving its hit points to 16 x FM.
Your pet can become Gargantuan at level 16, improving its hit points to 24 x FM.
2 - Tactical Teamwork
At 2nd level, When you and your exotic pet are within 10 feet of each other, both of you gain a (PM) bonus to attack rolls and deal an additional 3 + (PM) Nature damage on attacks and spells.
4 - ASI or Feat
At 4th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
5 - ASI or Skill
At 5th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Skill Increase: Gain proficiency or increase your proficiency level in 3 skills.
6 - Empowered Bond
At 6th level, Whenever your exotic pet receives healing beyond its maximum hit points, the excess healing is converted into temporary hit points. Additionally, your exotic pet’s attacks deal extra damage equal to its current temporary hit points. While your pet is alive you and your pet roll an additional d4 on saving throws. You can also heal your pet for 1d8 for each spell point you spend.
8 - Superior Balance
At 8th level, You and your exotic pet have proficiency in Reflex saving throws. In addition, you do not need to make a Balance skill check to maintain mount on your exotic pet.
10 - ASI or Feat
At 10th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
11 - Spirit of the Wild
At 11th level, You can call upon the wild spirits to temporarily enhance your exotic pet. At the start of your turn, you can enhance your exotic pet, granting it Immunity to all damage, and its attacks deal an extra (PM-1)d8 damage until the start of your next turn. You can use this feature a number of times equal to your (SM) + (FM) per long rest. You can spend a number of spell points to extend the round or use this feature when you have no uses left.
13 - Primal Fury
At 13th level, You and your exotic pet become an unstoppable force. Both you and your exotic pet have advantage on all attack rolls and saving throws. Your exotic pet can attack twice when it takes the Attack action.
15 - ASI or Feat
At 15th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
16 - Placeholder
At 16th level, Placeholder.
18 - ASI or Feat
At 18th level, you can choose between the following options:
  • Ability Score Increase: Increase an ability score by 2, or two ability scores by 1.
  • Feat: Choose one feat from the list of feats.
20 - Placeholder
At 20th level, Placeholder.
Tracker Stats

Tracker Stats

Health

8 + 5 Per LVL

Saving Throws

Cognitive

Weapons

Simple, Gun, Ranged, and Caster Weapons

Spell Focus

Simple, Gun, Ranged, and Caster Weapons

Spell List

Support

SM

CHA (CHA, INT, or WIS)

SD

8 + PM + SM

FM

DEX or STR

FD

8 + PM + FM

Skills

12 Skill levels, and 1 feat per tier, equal to your highest class tier.

Armor

Robes, Light, Medium, All accessories no shield

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