Tracker
Tracker
Trackers are agile cats with a keen awareness of their surroundings. They may not be the most fearsome warriors, but they are often the finest hunters and navigators in their Clan.
Hit Die: 1d8 per class level
Resolve Die: 1d5 per class level
1st-Level Hit Points: 20 + 1d8 + Constitution Modifier
1st-Level Resolve: 10 + 1d5 + Insight Modifier
Primary Attribute: Dexterity
Attribute Increase
At 4th, 8th, 12th, 16th, and 19th level, increase one Attribute Score by 2, or increase two Attribute Scores by 1 each. This feature cannot raise an Attribute Score above 20.
Active Abilities
| Level | Ability | Effect | Cost | Element | Attribute | Notes |
|---|---|---|---|---|---|---|
| 1 | Basic Attack | Deal class level + 1d8 damage. | Action | Physical | Strength | One target |
| 1 | Agile Claw | Deal Dexterity Modifier × 1d6 damage. | Action | Wild | Dexterity | One target |
| 2 | Mark Weakness | Apply 【Vulnerable】 for one chosen element to a target for 2 rounds. | Preparation | Wild | None | Insight Save |
| 2 | Healing | Restore 5 + class level Hit Points. | Action; twice per Short Rest | Physical | Insight | One target; the same target can benefit only once per Short Rest |
| 4 | Take Aim | Your next Attack Roll has advantage. | Preparation | Physical | None | Self; once per combat |
| 6 | Nimble Bite | Deal class level + 2d6 damage. | Action | Any | Dexterity | One target |
| 8 | Tame the Wild | Summon a house mouse to fight beside you. | Action | Wild | None | House Mouse: Initiative 1d20; HP class level + 2; Bite deals 2d4 Physical Damage; Hollow Mind |
| 10 | Expose Weakness | Apply 【Weakened】 for one chosen element to up to 3 targets for 3 rounds. | Action | Wild | None | Insight Save |
| 13 | Coordinated Attack | When an ally deals damage, use a Reaction to make a coordinated attack that deals damage equal to your class level. | Reaction | Wild | Dexterity | One target; once per round |
| 17 | Precision Pounce | Deal class level + 6d6 damage. | Action | Any | Dexterity | One target |
Passive Abilities
| Level | Ability | Effect |
|---|---|---|
| 1 | At Home in the Wild | Reduce Wild Damage you take by 1. |
| 1 | Survival Expert | You have advantage on Navigation, Investigation, and Nature Checks. |
| 3 | Tough Hide | Reduce Physical Damage you take by 1. |
| 6 | Strong Recovery | Whenever you restore Hit Points, restore an additional 1d6. |
| 8 | Alert | Gain +2 to Initiative. |
| 10 | Extra Attack | After taking the Attack action, make one additional Basic Attack. It cannot be replaced with a class ability, Soul Art, healing effect, or another complete action. |
| 12 | Find Weakness | The first time each round that you deal damage, you may apply 【Vulnerable】 for that element until the end of your next turn. The target may make a Constitution Save. |
| 15 | Exploit Weakness | When you damage a target with any 【Vulnerable】, 【Weakened】, or 【Feared】 condition, deal an additional 1d10 damage of the matching element. |
Learning Soul Arts
When you reach a level shown in the table, choose and learn one of the listed Soul Arts. A learned Soul Art does not need to be prepared, but you must still pay its Resolve cost when you use it.
Soul Art Save DC = 10 + Insight Modifier + Proficiency Bonus + Soul Specialization.
Soul Art Attack Roll = 1d20 + Insight Modifier + Proficiency Bonus + Soul Specialization.
| Class Level | Choose One |
|---|---|
| 1 | Blessing, Counterstrike, Meditation, or Second Wind |
| 2 | Blessing, Counterstrike, Meditation, or Second Wind |
| 3 | Aid, Guided Attack, Healing, or Animal Speech |
| 5 | Aid, Guided Attack, Healing, or Animal Speech |
| 8 | Stabilise, Song of Solace, or Sanctuary |
| 10 | Stabilise, Song of Solace, or Sanctuary |
| 13 | Elemental Protection or Death Ward |
| 16 | Any Soul Art from the preceding lists |
| 19 | Summon Wandering Spirit, Absolute Clarity, or Restoration |