Yautja The Yautja (pronounced Ya-OOT-ja), known colloquially as the Predators or Hunters, are a race characterized by their hunting of dangerous creatures for sport and honor, including humanoids. Yautja stalk and kill their prey using a combination of highly advanced technology, such as active camouflage and energy weapons, combined with comparatively primitive traditional weapons, such as blades, spears and nets. Yautja often ritualistically mutilate their prey and usually claim a trophy from their kills. Crude and Impressive Physique Physically distinguishable from other humanoids by their greater height, the long, hair-like appendages on their heads (nicknamed dreadlocks), their reptilian skin and their faces, which feature arthropod-like mandibles and no visible nose. Yautja use their mandibles to convey emotions; for example, flared mandibles signify anger or surprise, mandibles clicking together signify interest or curiosity, and Yautja have even been said to "grin" with them. Yautja have also been known to employ their mandibles as weapons, using them to inflict grievous bite wounds on their opponent. As well as the fleshy dreadlocks around the side of the head, some Yautja possess sparse, quills on their cheeks and above the eyes. While generally uniform, each Yautja's physical appearance includes a number of subtle variations, akin to human genetic diversity. While Yautja heights vary, they are typically over 7 feet tall, although some have been known to grow to 8 feet or even taller. Despite this, shorter individuals have been recorded who stood at heights of typical humanoids. These individuals are unusual and their smaller height the subject of ridicule in Yautja society. The species' reptile-like skin can range in color from light to dark, be mottled or clear, and can appear dry or moist and clammy. Some Yautja females have been known to be larger and stronger than males, and sporting more prominent mammary glands (like human females). Other Yautja females superficially show little distinction from males in size. Both genders give off a strong musk to signify aggression, while females can also emit it when in estrus. The musk encourages males to attempt to mate with the females. Among males, to claim a male who is emitting this musk is a derisive insult. This musk can also be detected by canids, though it is imperceptible to most humanoids. Built for the Hunt Yautja are highly resilient to physical damage, capable of recovering from multiple injuries with minimal or even no medical attention, and are also highly resilient to most bacteria and viruses. They are incredibly strong, easily capable of outmatching most adult humanoids in unarmed combat and able to land blows that have been known to shatter stone. They are capable of tearing a human's head and spine from the body with little effort, while some larger specimens have even been seen to tear a human body in half using only their bare hands. This strength extends to their lower bodies as well, as Yautja can jump up to three stories high, and are capable of falling up to ten times their height and landing safely on their feet. They are skilled climbers, and prefer moving at height through trees or across rooftops in pursuit of prey, typically jumping from one vantage point to the next. Though capable of surviving exposure in freezing temperatures for an extended period of time, it seems as though Yautja have a preference for hot and humid climates. Their blood is luminescent phosphor green in color, and has the capacity to partially neutralize acid. It has also been known to bestow significant life-giving properties on humanoids, capable of extending a person's lifespan well beyond what would normally be possible. Yautja vision operates mainly in an infrared portion of the electromagnetic spectrum; they can easily detect heat differentials in their surroundings, but are unable to easily distinguish among objects of the same relative temperature. A Yautja's helmet or bio-helmet greatly increases its ability to see in a variety of spectrums, ranging from the low infrared to the high ultraviolet, and also filters ambient heat from the area, allowing them to distinguish prey with greater clarity and detail. Designed to be Predators Yautja have a carnivorious diet, capable of eating meat raw off almost any creature. Some have been noted to consume their own in extreme situations. They can last for up to three days without food, and gain all the sustainance they need through meat. And there are few creatures more terrifying than a hungry Yautja. 1

Yautja Names Yautja birth names are virtually impossible to pronunciate in any language other than their own, so they tend to pick a name in relation to a feature of their's. Yautja Traits Strong, versatile and deadly are a few words that manifest from the traits bestowed to a Yautja. Ability Score Increase. Your Strength and Constitution scores each increase by 2. Age. Yautja mature at 200 years old and, while the upper limit for age is not known, some have been known to live for hundreds or even thousands of years, though they are considered old at around 900. Alignment. The innate obsession with the hunt causes any lawful alignment to be difficult to maintain, leading most yautja to be chaotic neutral. Size. Yautja generally stand anywhere from 6'6" to over 7 feet tall, with some exceptional individuals passing 8 feet, and some mediocre individuals fall under 6 feet. All can weigh anywhere from 350 to 500 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet, and you have a climbing speed of 20 feet. Also, you have a jump distance equal to 20 feet plus your Strength score. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You see in shades of red, orange, and yellow from body or natural heat, or shades of blue and grey when cool. Natural Weapons. Through training and powerful build allows you are never unarmed, using your muscles and even mandibles as necessary. If you hit with your fists, you deal bludgeoning damage equal to 1d4 + your Strength modifier. If you hit with your teeth, you deal piercing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Yautja Fortitude. You can last up to 48 hours before normally needing to eat or sleep, as well as having advantage on Constitution saving throws against exhaustion. Also, your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Yautja Weapon Training. You have proficiency with the spear, dagger, shortsword, longsword, and improvised weapons. Languages. You can speak, read, and write Yautja and one extra language of your choice. Yautja is a series of clicks and roars, impossible for another race to speak, but possible to learn to understand. Predator Predators move to new regions to hunt and gain knowledge from all kinds of civilizations, and perhaps helping some wondering explorers by accident along the way. If you use this class, you must follow certain ideals: You must never attack an injured or diseased creature if they are unarmed and haven't attacked you.

You must never kill a creature if it would doom another creature's life. Pregnant or parental creatures fall under this.

To take the trophy of another Yautja, living or dead, is a great insult. Failing to abide this rule will result in abandonment by the clan, left with no weapons or gear.

The murder of another Yautja is the worst crime. Exceptions to this are in cases of self-defense, landing an accidental killing blow in a wrestling match, or dealing with Bad Bloods.

If a creature challenges you to one on one combat, you must show yourself to them, even the odds and mustn't use any of your tech during the battle (unless they cheat or are assisted).

When hunting for food, slay only the weak. This is to purify the species' line.

When coming across wounded game by another hunter, and it is dying without sport, show honor to another's kill.

Those who defeat you in a fair hunt, or who are the victors of a deadlier duel who show you mercy are to be treated as equal. You must either kill them, yourself and them, or bestow a reward.

When you kill or hunt a creature all alone following these ideals, you will be worthy to collect a trophy of your hunt, like a skull or a spine. Prerequisite: A Predator is meant to be played with the race Yautja, but with your DM's permission, you can be a different race, but being Yautja makes more sense role-play wise. 2

3 Predator Level Proficiency Bonus Features Plasma Caster Damage 1st +2 Favored Enemy, Predator Tech 2d6 2nd +2 Fighting Style, Predator's Mark 2d6 3rd +2 Hunter Style 2d6 4th +2 Ability Score Improvement 3d6 5th +3 Extra Attack 3d6 6th +3 Trapper 3d6 7th +3 Hunter Style Feature 3d6 8th +3 Ability Score Improvement 4d6 9th +4 Precise Strike 4d6 10th +4 Predator Tech Improvement 4d6 11th +4 Hunter Style Feature 4d6 12th +4 Ability Score Improvement 5d6 13th +5 Hunter's Endurance 5d6 14th +5 Greater Favored Enemy 5d6 15th +5 Hunter Style feature 5d6 16th +5 Ability Score Improvement 6d6 17th +6 Predator Tech Improvement 6d6 18th +6 Trap Master 6d6 19th +6 Ability Score Improvement 6d6 20th +6 Primal Predator 7d6 Class Features As a predator, you gain the following class features Hit Points Hit Dice: 1d12 per predator level

1d12 per predator level Hit Points at 1st Level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per predator level after 1st Proficiencies Armor: All armor

All armor Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: Tinkerer's tools Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Intimidation, Survival, and Stealth

4 Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a spear or (b) a scimitar

(a) two daggers or (b) any simple weapon

(a) hide armor or (b) chain mail Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. Predator Tech Your Tech gives you many advantages over your prey, such as seeing in different visions and cloaking yourself from theirs. At 1st level, you gain a list of items, all of which you are considered attuned to and are proficient with. You cannot become attuned to another item of the categories stated unless you unattune to all the items of that correllating section. The Tech you are given has many features but by bettering yourself in the field with them you will learn to activate further features in this class. Other creatures can only attune to your weapons, however they cannot have proficiency with them unless they are also the predator class. The plasma caster deals damage equal to a 1st level predator for other creatures, unless they have levels in the predator class, in which case they will deal damage equal to their own level. Repairing any of these items will require you to make a DC 20 check with Tinkerer's tools, and will take a period of 4 hours. If interrupted you must start from the beginning. You gain the following items: Biomask - Wonderous Item Your helmet lets you see with special filters that you can switch between. As a bonus action you can switch between these vision filters, however switching to a different filter will give you disadvantage when trying to detect items or creatures in other filters. At 1st level, you can switch your vision to see blood trails, giving you advantage on Wisdom (Survival) checks to track injured creatures. You can also switch to having darkvision out to a range of 60 feet. If you already have darkvision, the biomask increases its range by 60 feet. At 10th level, you can switch to heatvison, allowing you to have advantage on Wisdom (Perception) checks to spot creatures, or roll without disadvantage to spot creatures using magic or items to be invisible, or hiding. You also are able to switch to x-ray vision, allowing you to see through walls up to 60 feet, making a Wisdom (Perception) check to spot vibrations of a creature moving. At 17th level, you can switch to see into the Astral Plane, giving you Truesight up to 60 feet. Curse. If you lose or severely damage your biomask before 17th level in this class, after 1 week you will start receiving 1 level of exhaustion per day. Plasma Caster - Weapon You have a unique weapon called a plasma caster that can be mounted on the shoulder, and controlled through the biomask. When taking the Attack action, you can forgo one attack to fire the plasma caster, dealing thunder damage equal to the amount shown on the table. The plasma caster has the loading property. At 1st level, the range is 60/120ft. This increases to 120/250ft at 10th level, and increases range to 300ft at 17th level. At 1st level, you can use the plasma caster 4 times before the weapon overheats. At 10th level you can use it 7 times. At 17th level you can use it 10 times. The plasma caster regains all expended uses after a long rest. Wrist Blade - Weapon At 1st level, you have one wrist blade that deals 1d8 slashing damage, having the light and finesse properties. You are considered proficient with this weapon, and doesn't count as using your hands when attacking, making you immune to being disarmed from them. At 10th level, you gain your second wrist blade on your other arm. At 17th level, when you take the Attack action with this weapon, you can attack a second time per normal attack. Finally, at any level you can use your wrist blades as a ranged weapon 40/80ft using Dexterity, having the loading property. Once fired, you must retrieve the blade to continue using the blade as a melee weapon.

5 Smart Disc - Weapon At 1st level, you get a smart disc which allows you to deal 1d10 slashing damage, and has the light and finesse property. Once per day, as a bonus action, you can throw your smart disc in a 60 foot line. The disc will damage each enemy until it fails an attack roll or hits a solid surface, and will return to you. You can use this ability three times at 10th level, and five times at 17th level. You regain all expended uses after a long rest. Gauntlet - Wonderous Item Your most important tool in the field is your gauntlet. Your gauntlet lets you chart previous areas you have gone to or seen on a 3D map, allowing you to use the map at a later date. You are also capable of activating your cloak through your gauntlet. At 1st level as an action, you can become invisible. While cloaked, you are considered to have proficiency with the stealth ability, or use double your proficiency bonus if you are already proficient, and anything you are wearing or carrying is invisible with you. You remain invisible until you use a bonus action to deactivate the cloak, the duration of 1 hour passes, or you make the Attack action. You do not break invisibility in combat until the end of your turn if you make the Attack action. Anyone attempting to spot you while cloaked must make a Wisdom (Perception) against your Dexterity (Stealth) check at disadvantage. After the duration of 1 hour has been used on the cloak, or it has been used 5 times, if cannot be used until after a long rest. At 17th level you can make the ultimate sacrifice: when you are making death saving throws you can activate your Self-Destruction Device. All creatures within a 100ft radius must make a DC 22 Dexterity saving throw or take 10d12 radiant damage and 10d12 bludgeoning damage or half as much on a success. You automatically fail the saving throw, and all items, including your tech, on your person is destroyed. They cannot be repaired from this. Fighting Style At 2nd level, you adopt a style of fighting as your speciality. 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. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Great Weapon Fighting When you roll a 1 or 2 on damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the second roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Predator's Mark At 2nd level, you can use your bonus action to choose a creature and mark them, highlighting them in your biomask. Until 1 hour has ended, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the duration ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. Hunting Style At 3rd level, you can choose one style to enhance your abilities in the hunt: Champion or Stalker, both detailed at the end of the class description. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level. Abilitiy Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Trapper At 6th level, you can make different kinds of traps, provided that you have the materials. You add your proficiency bonus to any traps you make, and any trap you make or witness being made becomes highlighted in your biomask while you are attuned to it. Creatures must make a Wisdom (Perception) check equal to 8 + your proficiency bonus + your Wisdom modifier to spot the trap. In addition to simple traps, you can make the following traps: Hanged Barb Wire Simple trap (level 1-4, dangerous threat) Hanged Barbed Wire is favored by some predators because of the vulnerability it leaves its victims in, while others find it dishonorable. The Hanged Barb Wire is a spiked wire that has been formed into a noose. Trigger. Anyone who steps in the noose triggers it. Effect. The triggering creature must make a DC 17 Dexterity saving throw. On a successful save, the creature successfully ducks in time to only get cut by the barb wire, taking half of 2d6 slashing damage. On a failed save, the creature takes the barb wire around the throat and lifted into the air, taking 2d6 piercing damage, and becoming paralyzed. At the start of the creature's turn, the creature takes 2d6 piercing damage and must make a DC 15 Constitution saving throw, failure resulting them suffocating. Failing three times results in the target becoming incapacitated, still taking 2d6 piercing damage per turn until they are freed or die. On a success, the creature can make a DC 20 Strength (Athletics) check to break the wire taking 2d6 piercing damage in the attempt, or attacking the wire with a weapon (AC20, 5 Hit Points).

6 Maiming Trap Simple trap (level 1-4, moderate threat) Maiming Traps are used to slow down the prey so they don't leave the hunting grounds, or to lure in prey to a call for help. Trigger. A weight of 30lbs lands on the pressure point triggers the trap. Effect. The triggering creature must make a DC 20 Dexterity saving throw. On a successful save, the creature moves their appendage out of the way, narrowly avoiding the two fine metal blades.On a failled save, the creature is pierced in the leg by the two blades, dealing 2d4 piercing damage, making the creature grappled. On a DC 15 Strength saving throw, the trap can be removed from the creature, however the creature has their movement speed reduced by 10 until after a long rest. Precise Strike Starting at 9th level, as a bonus action you focus your attacks, your weapon attacks score a critical hit on a roll of 19 or 20. Hunter's Endurance At 13th level, you have adapted to your environment, enabling you to heal an extra hit die when you take a short rest. Also, when you do take a short rest you can get rid of 1 level of exhaustion. Greater Favored Enemy At 14th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by your favored enemies. Trap Master At 18th level, you add double your proficiency bonus to the DC for Wisdom (Perception) checks required to see your traps. Also, the crafting time for all traps you make is halved. Finally, in addition to the simple trap you know how to make, you know these traps, each of these traps needing materials which can be bought with the costs provided. Laser Mine Simple trap (level 5-10, deadly threat) Costs 100gp. Placed on a wall or solid surface, and activated through your gauntlet while it is attuned, the mine projects lasers in several beams, reflecting off other solid surfaces. Trigger. This trap activates either if the predator activates it through their gauntlet, or if a creature makes physical contact with the mine. Effect. A creature takes 2d8 radiant damage if they make physical contact with the mine while it is deactivated, or they take 7d12 radiant damage if they make contact with the lasers or activated mine. If a creature is dropped to 0 hit points by the mine while active, the creature is killed outright and cut into pieces. Countermeasures. A successful Wisdom (Perception) check reveals the presence of the metal mine when it is deactivated, however the DC is halved while the mine is activated. Once spotted, a creature with thieves' tools can disarm it with a successful DC 20 check. Mine Simple trap (level 5-10, dangerous threat) Costs 50gp. An explosive device placed below the ground, a creature that steps on this is more likely than not going to lose a limb if not their life. Trigger. This trap activates when a 10lbs weight is suddenly laid on top of it. Effect. A creature must make a DC 20 Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a successful one. If a creature is reduced to 0 hit points by this trap, the limb that made contact with the trap is destroyed. Countermeasures. A successful Wisdom (Perception) check reveals the presence of the metal mine. Once spotted, a creature with thieves' tools can disarm it with a successful DC 20 check. Primal Predator At 20th level, you unlock the absolute strength of a Predator. As an action you can make a threatening battle cry. You have advantage on your Strength and Dexterity skill checks, saving throws, and attack rolls for 10 minutes. You also have a +4 to damage rolls. Once you use this feature, you can't use it again until you finish a long rest. Hunting Styles The mindset of a predator falls into two categories: the Champion and the Stalker. Champion If a predator is a specialised killer, the Champion uses their physical attributes to overwhelm their prey. Champions are proud warriors who prefers to slaughter their prey over a stealthy, quick kill. Unarmored Defense While you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier + your Constitution modifier. Primal Behaviour At 3rd level, you act more animal-like showing greater brutality and violence. You can deal an extra 1d6 damage on one of your attacks per turn, as well as when you make an Opportunity attack.

7 Left to Right: Champion and Stalker Champion Strength At 7th level, your primal strength becomes more dominant. You can hold two-handed weapons with one hand and two-handed weapons designed for Large monsters with both hands. Additionally your Strength score increases by 2. Your maximum for that score is now 24. Brutal Swing At 11th level, you can knock a creature off their feet. After you take the Attack action on a creature affected by your predator's mark you can use your bonus action to attempt to take them to the ground. Make a grapple attempt, and if successful, the target is knocked prone, and you can make one more attack against them. If this attack hits, it counts as a critical hit. Once you use this feature you can't use it again until you finish a short or long rest. Primal Slash At 14th level, when you take the Attack action on a creature affected by your predator's mark you can target a specific body part on the creature. On a successful hit, the creature must make a Strength saving throw, DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature takes an extra 1d6 damage of the damage type, and depending on the limb targeted will have an effect. If used on a Medium or smaller creature, three strikes on the limb will sever it from the body. Leg. The creature's movement speed is reduced by 10 feet. If severed, the creature movement speed is reduced to 10, and the creature has disadvantage on Dexterity saving throws and only add half their Dexterity modifier (rounded down) to their AC. Arm. The creature has disadvantage on attack rolls provided the arm is necessary to the task. Spellcasters must make a Concentration check to cast spells that use Somatic components. If one is severed, the creature has disadvantage on attack rolls with their remaining arm. If both are severed, the creature cannot attack with their arms, cast spells. Primal Champion At 17th level, you harness the natural musk you exude to empower yourself, risking losing yourself in the hunt. As an action, you grow one size larger, and count your Strength modifier as double for skill checks, saving throws, and attack and damage rolls. This lasts for 1 minute. At the end of each turn after the first, you must make an DC 15 Intelligence saving throw. On a failed save, at the start of your next turn you must use your movement to reach the nearest creature and use the Attack action and bonus action on the creature. You regain your senses at the end of the duration, and cannot use this ability again until after a long rest. Stalker The stalker uses their mind to outsmart their prey, adding its knowledge and skill to its lethality. Cunning Hunter At 3rd level, you have a knack for avoiding danger from your chosen prey. Your favored enemies have disadvantage on attack rolls against you if you are not incapacitated, grappled, restrained or stunned. Also, you can spend 1 hour collecting foliage in a specific enviroment, and you have a +2 bonus to Dexterity (Stealth) checks in that enviroment. Shadow Stalker At 7th level, you are a master of striking from hidden locations. You can use your bonus action to take the Hide action, and your first attack while stealthed deals an extra 2d6 damage. Additionally, your Dexterity score increases by 2. Your maximum for that score is now 24. Hunter's Prey At 11th level, your feriocity can wear down the most potent of foes. When you hit a creature affected by your predator's mark with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage twice per turn. Wounding Blow. At 14th level, when you take the Attack action on a creature affect by your predator's mark, you can cause a gaping wound to that creature. When you hit a creature with a weapon attack, you can make the creature take a Constitution saving throw equal to 8 + your proficiency bonus + your Strength or Dexterity bonus. On a failed save, the creature takes an extra 1d12 damage, and at the start of each of their turns takes an additional 1d12 damage for 1 minute, ignoring resistance. At the end of their turn, they can make a Constitution saving throw. On a success, the effect ends. Favored enemies have disadvantage on the saving throw. You can use this a number of times equal to your Wisdom modifier (minimum of one), regaining expended uses after a long rest.