Tracker The Tracker Level Proficiency Bonus Instinct Features 1st +2 d4 Instinct, Quarry, Tracker's Training 2nd +2 d4 Fighting Style, Tracker's Pursuit 3rd +2 d4 Ambuscade, Tenacity 4th +2 d4 Ability Score Improvement 5th +3 d4 Extra Attack 6th +3 d6 Tracker's Pursuit 7th +3 d6 Exploit Weakness, Keen Eyes 8th +3 d6 Ability Score Improvement 9th +4 d6 Quarry, Relentless 10th +4 d6 Tracker's Pursuit 11th +4 d8 Hide in Plain Sight 12th +4 d8 Ability Score Improvement 13th +5 d8 Heightened Senses 14th +5 d8 Tracker's Pursuit 15th +5 d8 Assert Dominance 16th +5 d8 Ability Score Improvement 17th +6 d10 Furor 18th +6 d10 Battle Ready 19th +6 d10 Ability Score Improvement 20th +6 d10 Foe Slayer Class Features As a Tracker, you gain the following class features. Hit Points Hit Dice: 1d8 per Tracker level

1d8 per Tracker level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Tracker level after 1st Proficiencies Armor: light armor, medium armor

light armor, medium armor Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: none Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) one martial melee weapon or (b) two simple melee weapons

(a) scale mail (b) leather armor

(a) a dungeoneer’s pack or (b) an explorer’s pack

A longbow and a quiver of 20 arrows Instinct A Tracker is deeply in tune with their instincts, and is quickly able to draw upon their knowledge and experience when they sense the moment is right. Your Instinct is represented by a die, as shown in the Instinct column of the Tracker class table; the size of this die increases as you gain Tracker levels: to a d6 at 6th level, to a d8 at 11th level, and to a d10 at 17th level. Some class features allow you to add your Instinct to certain rolls, by rolling a die of the appropriate size and adding the number rolled to the result; whenever you would add your Instinct to a roll, you must do so as you make the roll, before the result or outcome is determined. You may not add your Instinct to a single roll more than a number of times equal to your proficiency bonus. In addition, you gain the following benefits: Whenever you make an attack against a target who's movement speed is reduced, or who is in terrain that it must spend additional movement to move through, you may add your Instinct to the attack or damage roll. Whenever you make an attack against a target, if another enemy of that target is within 5 feet of it and that enemy isn't Incapacitated, you may add your Instinct to the attack or damage roll. Whenever you make an attack against a target with advantage, on a hit, you may add your Instinct to the damage roll. You may add your Instinct to attacks rolls made against a target if no ally of the target is within 5 feet of it that isn't Incapacitated.

You may add your Instinct to attacks rolls made against a target if you attacked that enemy during your last turn, and have not attacked another enemy since the beginning your last turn.

Quarry A Tracker can achieve a state of hyper-focus, dedicating themselves entirely to the pursuit of a specific target. You can spend 10 uninterrupted minutes focusing on a creature that is present and visible, or on the depiction, description or tracks of a creature that is not present, and designate that creature as your Quarry; you may add your Instinct to any Wisdom or Intelligence ability checks you make to chase, detect, identify, locate, pursue, recall information about and/or track your Quarry or signs of its passage. A creature ceases to be your Quarry when you successfully capture it or you become aware that it has been killed. You can have only a single creature as your Quarry at any one time, and if you choose a new Quarry before apprehending an existing one, your current Quarry ceases to be your Quarry. Starting at 9th level, the time it takes to designate a creature as your Quarry is reduced to 1 minute; if it would already take you only 1 minute to designate a creature as your Quarry, you may instead do so as an action. Tracker's Training As a Tracker, time spent hunting down dangerous foes has honed your talents, allowing you to rapidly identify threats while in pursuit of your target; As a bonus action on your turns, you can take the Search action. In addition, you can add your Proficiency Bonus to any ability check you make to follow tracks or find evidence of a creature's passage that doesn't already include your Proficiency Bonus, and while you are traveling, you gain the following benefits; You remain alert to danger while you are actively tracking another creature. If you are traveling alone, you can move stealthily at a normal pace. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Adaptable While you are wielding a weapon with the Versatile property, you gain a +1 bonus to attack rolls with that weapon; if you are wielding that weapon in one hand, you gain a +1 bonus to damage rolls with that weapon; if you are wielding that weapon with two hands, you gain a +1 bonus to your AC. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Ascendant While you aren't wearing Medium or Heavy armor, climbing no longer costs you extra movement, and you can fall an additional 10 feet without suffering damage from falling. In addition, you have advantage on ability checks and saving throws made to clear low obstacles and avoid falling prone when landing in difficult terrain. Brawler Whenever you successfully grapple or shove a creature, you can also deal bludgeoning damage equal to your Strength modifier to that creature In addition, whenever a creature provokes an opportunity attack from you, you can grapple or shove that creature instead of making a melee attack against them. Bulwark Creatures provoke opportunity attacks from you when they move while in your reach. Close Quarters Shooter When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. In addition, whenever a creature provokes an opportunity attack from you, you can make a ranged attack against that creature instead of a melee attack. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling 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. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Guerilla Whenever you make an attack with advantage, if it hits, you may reroll your damage dice and use either total. In addition, you have advantage on attacks made against creatures that have not yet acted in combat. Hand to Hand The base damage of your unarmed strikes is increased to 1d4 + your attack modifier bludgeoning damage, and your unarmed strikes are considered to be melee weapons with the Finesse and Light properties. As such, you may engage in Two-Weapon Fighting while unarmed or while wielding a one handed weapon, treating your unarmed strikes as your off-hand weapon. Heavyweight Whenever you score a hit with a melee weapon that has the Heavy property, you may shove the target as part of making the attack. Mariner While you aren't wearing Medium or Heavy armor, swimming no longer costs you extra movement, and you can hold your breath twice as long. In addition, being underwater does not impare your ability to make melee attacks or provide components for spells.

Skirmisher If you are not wearing Medium or Heavy armor, your speed increases by 5 feet, and opportunity attacks made against you have disadvantage Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Tracker's Pursuits Starting at 2nd level, you choose to dedicate yourself to a Tracker's Pursuit; you become a Big Game Hunter, Scout, Skip Tracer or Survivalist, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th level, 10th level and 14th level. Ambuscade Starting at 3rd level, you've learned that getting the drop on your foes is often the difference between life and death. You may add your Instinct to initiative rolls and to attacks made against creatures that have not yet acted in combat, and as long as you arn't surprised, if you take the Attack action during the first turn of combat, you can make one additional attack. In addition, you may add your Instinct to the damage roll of any hit you score against a creature that is surprised. Tenacity Also starting at 3rd level, you can push yourself far beyond your normal limits while trying to apprehend your Quarry; while you are chasing or in combat with your Quarry, you may add your Instinct to any uncontested Strength and Dexterity checks you make, and you can take the Dash action as a bonus action. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Exploit Weakness Starting at 7th level, whenever you add your Instinct to the attack and damage roll of an attack, that attack is considered magic for the purpose of overcoming resistance and immunity to non-magical damage. Keen Eyes Starting at 7th level, you can add your Instinct to any ability checks you make to determine a creature's type and/or race, see through a disguise or illusions, or to detect any items a creature has hidden on its person. In addition, countless hours spent skulking in the dark enhanced your ability to detect and evade your foes; dim light no longer imposes disadvantage on you Wisdom (Perception) checks based on sight. Relentless Starting at 9th level, you become indomitable while pursuing your Quarry. You gain proficiency in Constitution saving throws, and you can add your Instinct to any saving throws made to resist exhaustion. In addition, while you are tracking your Quarry, you regain all your expended hit dice instead of half when you complete a long rest, and you lose an additional level of exhaustion. Hide in Plain Sight Starting at 11th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt not to move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty on any ability checks made to do so until the start of your next turn, and creatures do not gain the benefits of their Blindsight or Tremorsense for the purposes of detecting you; If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. You lose this benefit in you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any affect or action causes you to no longer be hidden. Heightened Senses Starting at 13th level, you are aware of any creature you can't see that is within 15 feet of you, and your inability to see creatures you are aware of doesn't impose disadvantage on your attack rolls against those creatures. Assert Dominance Starting at 15th level, you can add your Instinct to contested ability checks and saving throws required by your Quarry's attacks, spells and abilities. Furor Starting at 17th level, once on each of your turns when you miss with an attack against your Quarry, you can make another attack against your Quarry. Battle Ready Starting at 18th level, your initiative count can never be lower than your Quarry's initiative count + 1. Foe Slayer At 20th level, you have reached the pinnacle of your hunting abilities. Once on each of your turns, you can add your Instinct to the attack roll and damage roll of an attack you make. If you are attacking your Quarry, you may instead add your Instinct to any number of attack and damage rolls you make against your Quarry each round.

Tracker's Pursuits At their core, Trackers have much in common with one another, utilizing a highly specialized set of skills to pursue and apprehend a wide variety of different targets with an intensity an average person could never match. However, each individual Tracker commits themselves to hunting a very specific subset of creatures, and why they do what they do is often as important as how. Your choice of Tracker's Pursuit may not just be a profession that shapes your technique, but a reflection of who you are and how you live your life. Big Game Hunter Bonus Proficiencies When you choose this Pursuit at 2nd level, you gain proficiency in Acrobatics and Athletics, and with two Artisan's Tools of your choice. Dangerous Game As a Big Game Hunter, you have significant experience tracking down the largest creatures the world has to offer. Starting at 2nd level, the time it takes for you to designate a creature larger than you as your Quarry is reduced to 1 minute. In addition, when attacking your Quarry, you can add your Instinct to your damage rolls as long as your Quarry is a Larger than you. Sidestep You are confident in your ability to avoid being crushed by the behemoths your routinely hunt. Starting at 2nd level, you may move through spaces occupied by creatures larger than you as long as you don't end your turn in an occupied space; moving 1 foot through a creature's space this way costs 2 feet of movement. In addition, if you are adjacent to a creature larger than you, you may use that creature as half cover, including against that creature's attacks and abilities. Steadfast Years of being battered about by creatures larger than you have made you quick on your feet and more resilient to the threats posed by your favorite prey. Starting at 2nd level, you can add your Instinct to ability checks and saving throws to avoid being pushed back or knocked prone, and to resist being Frightened. Slippery Painful experience has made you an expert at escaping from sticky situations; starting at 6th level, you can add your Instinct to Saving Throws and Ability Checks made to escape being grappled or restrained by creatures larger than you, and your movement is no longer slowed by squeezing into spaces 1 size category smaller than you. In addition, whenever a creature larger than you misses you with a melee attack, it provokes an opportunity attack from you, and you may use your reaction to move up to half your speed without provoking opportunity attacks from that creature. Wear Down You have learned the unfortunate truth that the creatures you choose to hunt cannot be brought low by a single blow, and must be weakened before they fall. Starting at 6th level, when you make an attack against a target that is larger than you, on a hit, you may add your Instinct to the damage roll once for each previous hit you have scored against that creature without going a turn without attacking that creature, attacking another creature, or taking an action other than the Attack action. In addition, whenever you score a critical hit against a creature larger than you, it suffers 1 level of Exhaustion. Colossus Climber Starting at 10th level, climbing no longer costs you extra movement, and you can add your Instinct to ability checks made to avoid falling while climbing, such as when being shook lose by a creature or when taking damage. In addition, when you would fall you can use you Reaction to do one of the following: You can try to catch yourself; if there is a climbable surface within your reach, you may make an ability check to climb that surface; on a success, you stop falling and catch yourself, and are now climbing that surface; on a failure, you fall as normal. You can ignore the first 10 feet fallen when determining falling damage; if you still take falling damage this way, you may make a Dexterity saving throw (DC equal to the falling damage taken) to avoid falling prone. Deep Wounds Starting at 10th level, whenever you score a critical hit against a creature larger than than you, or add your Instinct to a damage roll using Wear Down and one of more of those die show their maximum result, the target begins to bleed profusely. Until a creature bleeding this way recieves magical healing or benefits from a Medicine check (DC 8 + your profciency bonus + your Primary Attack Modifier), it suffers from the following effects: It loses an amount of hit points equal to your Instinct at the beginning of each of its turns. Whenever it would regain hit points, the amount of hit points it would regain is reducuced by your Instinct, to a minimum of 0. It makes Death saving throws and saving throws to avoid Exhaustion with disadvantage. All ability checks made to smell that creature or detect signs of its passage are made with advantage. Death Blow Starting 14th level, whenever you make an attack against a target that is bleeding due to your Deep Wounds, you weapon attacks score a critical hit on a roll of 1 lower for each time you could add your Instinct to the damage roll using Wear Down.

Scout Bonus Proficiencies When you choose this Pursuit at 2nd level, you gain proficiency with Navigator's Tools and in Perception and Stealth. Long Patrol You are adept at traveling great distances and guiding your allies safely to their destination. Starting at 2nd level, while you are traveling, you remain alert to danger while Navigating or Making a Map, you cannot become lost except by magical means, and your group is not slowed by difficult terrain. In addition, you can add your Instinct to ability checks made to detect traps, and to saving throws made to resist Exhaustion due to travelling at a Forced March. Reconnaissance As a Scout, you specialize in tracking down groups of creatures moving as one. Starting at 2nd level, when you choose your Quarry, you can instead designate a group of creatures that are traveling together as your Quarry; Doing so functionally allows you to have more than one creature as your Quarry at one time, but does not allow you to have more than one group of creatures as your Quarry at one time. Each creature in the designated group is treated as your Quarry until it leaves the group, you become aware that it has been killed, you apprehend the group or the group disperses. In addition, while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Skirmish You make your own opportunities in combat, fighting on the run and striking your foes from where they least expect. Starting at 2nd level, you gain the following benefits; Whenever you make an attack directly after moving at least 10 feet, you may add your Instinct to the attack or damage roll; You can only gain this benefit against an individual creature once each round. Whenever you make an attack against a target that is at least 10 feet above or below you, you may add your Instinct to the attack or damage roll; You can only gain this benefit against an individual creature once each round. Whenever you hit a creature with an attack, you movement does not provoke attacks of opportunity from that creature that turn. Crowd Control Starting at 6th level, whenever a creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature of your choice within both your reach. In addition, once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is adjacent to the original target and within your reach or range. Flawless Step Starting at 6th level, you are not slowed by natural non-magical difficult terrain, and all ability checks made to track you or identify signs of your passage are made with disadvantage unless you choose to leave a trail. Camouflage Starting at 10th level, you can spend 1 minute creating camouflage for yourself out of materials found in your current environment, such as fresh mud, dirt, plants, and soot. Once you are camouflaged in this way, you gain the following benefits while in an enviroment the camouflage is suited for: You can add your Instinct to Dexterity (Stealth) checks. You may attempt to hide while only lightly obscured Ability checks based on smell made to detect you are made with disadvantage. Creatures do not gain the benefits of their Darkvision for the purposes of detecting you. Horde Breaker Starting at 10th level, you can use your action to make a melee attack against each creature with your reach, or a ranged attack against each creature with 10 feet of a point within your weapon's range (You must have ammunition for each target, as normal); you must make a separate attack roll for each attack. War Zone Starting at 14th level, whenever you take the attack action, you can take a bonus action to attack three times instead of twice on your turn.

Skip Tracer Back Alley Brawler Starting at 2nd level, You can use your bonus action to make an unarmed attack or an attack with an improvised weapon, make a Grapple or Shove attack, make a Charisma (Intimidation) check or take the Use an Object action. Bonus Proficiencies When you choose this Pursuit at 2nd level, you gain proficiency with improvised weapons, the Disguise Kit and Thieves Tools, in one gaming kit and Humanoid language of your choice, and in your choice of Deception, Intimidation, Insight or Persuasion. Fugitive Recovery As a Skip Tracer, you have significant experience tracking down individuals who don't necessarily want to be found. The time it takes for you to designate a Humanoid as your Quarry is reduced to 1 minute, and while a Humanoid is your Quarry, you can add your Instinct to any Charisma checks made to chase, detect, identify, interrogate, locate, pursue and track your Quarry, including when questioning others for information about your Quarry. In addition, when attacking your Quarry, you can add your Instinct to your damage rolls as long as your Quarry is a Humanoid. Street Smarts You are particularly comfortable in an urban environment, capable of navigating the streets with ease while avoiding its many dangers and inconveniences. While you are traveling in an urban environment (such as a city, town or village), you gain the following benefits: You can't become lost except by magical means, and neither crowds nor difficult terrain slow your groups movement. You can quickly identify shortcuts, allowing you to avoid the more congested areas and Travel twice as quickly in an urban environment. You can add your Instinct to saving throws made to resist alcohol intoxication, and to ability checks made to notice Dexterity (Sleight of Hand) checks or to negotiate the price and availability of room and board. You treat Carousing, Gambling, and Researching your Quarry as light activity for the purpose of resting. You ignore Difficult Terrain, Light Obscurement and Half Cover caused by crowds, and treat Heavy Obscurement and Three-Quarters cover caused by crowds as Light Obscurement and Half Cover respectively. You can add your Instinct to ability checks and savings throws made to navigate crowds and resist their physical influence. While you are in a crowd, you have Half Cover, or Three-Quarters Cover if the crowd would already grant you Half Cover; while you are granted Cover this way, you are Lightly Obscured by the crowd, or Heavily Obscured if the crowd would already cause you to be Lightly Obscured. While you are in a crowd, you can take the Hide action as a bonus action, and you can attempt to Hide while only Lightly Obscured. City Stalker Starting at 6th level, years of practice have made you adept at traversing a city through nontraditional means, especially to avoid detection. Running across rooftops has made you proficient at climbing and leaping; climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. In addition, you can add your Instinct to ability checks and saving throws made to clear low obstacles and avoid falling prone when landing in difficult terrain. After sneaking through endless miles of sewer, you have adapted to the various hazards contained within; swimming no longer costs you extra movement, and you can add your Instinct to saving throws made against inhaled effects; including stench, diseases and poisons. Countless chases through marketplaces, bazars, storefronts and warehouses has made you capable of swiftly navigating the chaotic mess of urban sprawl; you ignore difficulty terrain caused by objects that were crafted or constructed (such as roads, booths, furniture or miscellaneous items), and you can add your Instinct to Dexterity (Stealth) checks you make while you have at least half cover. Dirty Tricks Starting at 6th level, you gain the following benefits; You can add your Instinct to attack rolls of attacks of opportunity. You can add your Instinct to attacks rolls made against creatures that are grappled or restrained. You can add your Instinct to contested ability checks made to grapple or shove a creature. Whenever a creature provokes an attack of opportunity from you, you may instead make a Grapple or Shove attack against that creature or take the Use an Object action that targets that creature. In additon, whenever you score a hit against a humanoid with an attack, if you would add your Instinct to the damage roll, you may instead force the target to succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your primary attack modifier) or suffer one of the following effects; Cheap Shot. Their movement speed reduced by half their maximum (rounded down) for 1 round. Ear Slap. They are deafened for 1d4 rounds. Eye Gouge. They are blinded for 1 round. Sucker Punch. They cannot take reactions, and make Ability Checks with disadvantage for 1 round. Throat Chop. They lose concentration, and are unable to speak for 1 round.

The Squared Circle Starting at 10th level, you learn several techniques to help you better restrain your foes. Whenever you are attacked or subjected to an effect that affects an area, if you are aware of that attacks or effect, you may use your reaction to reposition a creature you are grappling; to do so, make a contested Strength (Athletics) check: on a success, you may move into any unoccupied space adjacent to you or into the space of the creature you are grappling, and move the grappled creature into any space adjacent to you: on a failure, neither you or the creature move, and if you failed this contested check by 5 or more, the grapple ends. In addition, while you are grappling a humanoid, you may attempt one of the following actions: Arm Bar As an action, you can attempt to put a creature you are grappling into an arm bar; to do so, make another grapple attack against that creature: if you fail, the grapple ends; if you succeed, the grappled creature falls prone and is Restrained by you for the duration of the grapple. Choke Hold As an action, you can attempt to put a creature you are grappling into a choke hold; to do so, make another grapple attack against that creature: if you fail, the grapple ends; if you succeed, you gain the following benefits for the duration of the grapple; You may use the creature you are grappling as three-quarters cover. Your speed is not slowed by dragging the grappled creature. You automatically succeed on Shove attacks made against the grappled creature to push them away. You may prevent the grappled creature from speaking or breathing. Compression Lock As an action, you can attempt to put a creature you are grappling into a Compression Lock; to do so, make another grapple attack against that creature: if you fail, the grapple ends; if you succeed, the grappled creature drops whatever objects it is holding and cannot hold objects for the duration of the grapple. A creature can only be subjected to 1 of these effects at any one time; if you initiate one of these effects against a target, any of these effects currently affecting the target end. Whenever you successfully grapple a creature that is surprised, you may initiate one of these effects against that creature as a reaction. Killer Instinct Stating at 14th level, you can take one reaction on every turn in combat. In addition, creatures provoke attacks of opportunity from you whenever they are pushed back or knocked prone, they rise from prone, or they move through terrain they must spend additional movement to move through or while their movement speed is reduced.

"Mounted" Combat You can climb creatures larger than you as though they were objects. When you attempt to climb a creature this way, you must take an action while adjacent to the target to make a Strength (Athletics) check contested by the target's Dexterity (Acrobatics) check; you make this check with advantage against creatures at least 2 size categories larger than you. On a success, you attach yourself to the creature, allowing you to enter and stay in its space and climb it as though it were an object. While you are climbing a creature, you cannot target one another with ranged attacks or abilities, and you have advantage on all attack rolls made against it. At least one of your hands is occupied with holding onto the creature at all times, preventing you from using objects (including weapons) that require both hands. A creature you are climbing can use its action to attempt to shake you loose; it makes a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check; on a failure you remain attached to the creature you are climbing, but on a success you are thrown 5 feet for every size category the creature is larger than you in a random direction and fall as normal. You have disadvantage on Strength (Athletics) checks made to hold onto a creature you are climbing on any turn it moves at least its full speed in a straight line, and you are thrown twice as far if it shakes you loose. Whenever you are dealt damage while climbing a creature larger than you, you must succeed on a Strength (Athletics) check (DC equal to the damage dealt) or fall off the creature; if you are pushed any distance or fall prone while climbing a creature larger than you, you fall off the creature. Whenever an attack is made against you, if that attack misses, the creature you are climbing becomes the new target of the attack; if that attack was made with disadvantage, that disadvantage is ignored when the creature you are climbing becomes the new target. Whenever an attack with disadvantage made against the creature you are climbing misses, you become the new target of that attack. Collossus Climber While you are climbing a creature at least 2 size categories larger than you, if you climb high enough on it to reach a stable surface (such as a Giant's shoulders), you may "stand" on that creature while climbing it; while "standing" in this way, you may substitute Dexterity (Acrobatics) checks for Strength (Athletics) related to climbing creatures, and both your hands are no longer occupied, allowing you to use objects that require both hands. Honed Instincts Starting at 11th level, whenever you could add your Instinct to an "attack or damage roll" of an attack, you may instead add your Instinct to the attack and damage roll. - Reroll Instinct on 1 or 2 Silent Takedowns As long as you are hiding and proficient in Stealth, whenever you make an attack, grapple or shove against a target that is surprised, other creatures have disadvantage on Wisdom (Perception) checks based on hearing and sight made to notice that grapple or attack. Non-Lethal Force A creature can attempt to strike and bring down their foe without killing them; before you make an attack, you may declare it a Non-Lethal Blow; if you do and your attack hits, the target takes no damage and is knocked unconcious for 1d4 + 1 minutes if an amount equal to twice your damage roll would be enough damage to reduce the targets hit point total to 0 or less; otherwise, the attack deals half damage (rounded up). A creature can use their action to wake a creature knocked out this way, and a creature knocked out this way wakes if they take any damage. Brutal Takedown Starting at 10th level, whenever you reduce a humanoid to 0 hit points or score a critical hit against a creature, enemy humanoids aware of this must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your primary attack modifier) of be frightened of you for 1 minute. A creature frightened this way can repeat its saving throw at the end of each of its turns, ending the effect on a success. Meat Shield As long as you are proficient in Athletics and you have a creature grappled, you can use them as half-cover; whenever an attack made against you misses, if you were granted cover against that attack by a creature you are grappling, the creature you are grappling becomes the new target of that attack